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mirror of https://github.com/microsoft/DirectXTex synced 2024-11-21 12:00:06 +00:00

Fix build issue with updated D3DX12

This commit is contained in:
Chuck Walbourn 2022-11-19 14:22:48 -08:00
parent 79e898607d
commit 5837e1b482

View File

@ -1426,120 +1426,6 @@ struct CD3DX12_STATIC_SAMPLER_DESC : public D3D12_STATIC_SAMPLER_DESC
};
//------------------------------------------------------------------------------------------------
#if defined(NTDDI_WIN10_CU) || defined(USING_D3D12_AGILITY_SDK)
struct CD3DX12_STATIC_SAMPLER_DESC1 : public D3D12_STATIC_SAMPLER_DESC1
{
CD3DX12_STATIC_SAMPLER_DESC1() = default;
explicit CD3DX12_STATIC_SAMPLER_DESC1(const D3D12_STATIC_SAMPLER_DESC &o) noexcept
{
memcpy(this, &o, sizeof(D3D12_STATIC_SAMPLER_DESC));
Flags = D3D12_SAMPLER_FLAGS::D3D12_SAMPLER_FLAG_NONE;
}
explicit CD3DX12_STATIC_SAMPLER_DESC1(const D3D12_STATIC_SAMPLER_DESC1 & o) noexcept :
D3D12_STATIC_SAMPLER_DESC1(o)
{}
CD3DX12_STATIC_SAMPLER_DESC1(
UINT shaderRegister,
D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
FLOAT mipLODBias = 0,
UINT maxAnisotropy = 16,
D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
FLOAT minLOD = 0.f,
FLOAT maxLOD = D3D12_FLOAT32_MAX,
D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
UINT registerSpace = 0,
D3D12_SAMPLER_FLAGS flags = D3D12_SAMPLER_FLAGS::D3D12_SAMPLER_FLAG_NONE) noexcept
{
Init(
shaderRegister,
filter,
addressU,
addressV,
addressW,
mipLODBias,
maxAnisotropy,
comparisonFunc,
borderColor,
minLOD,
maxLOD,
shaderVisibility,
registerSpace,
flags);
}
static inline void Init(
_Out_ D3D12_STATIC_SAMPLER_DESC1 &samplerDesc,
UINT shaderRegister,
D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
FLOAT mipLODBias = 0,
UINT maxAnisotropy = 16,
D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
FLOAT minLOD = 0.f,
FLOAT maxLOD = D3D12_FLOAT32_MAX,
D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
UINT registerSpace = 0,
D3D12_SAMPLER_FLAGS flags = D3D12_SAMPLER_FLAGS::D3D12_SAMPLER_FLAG_NONE) noexcept
{
samplerDesc.ShaderRegister = shaderRegister;
samplerDesc.Filter = filter;
samplerDesc.AddressU = addressU;
samplerDesc.AddressV = addressV;
samplerDesc.AddressW = addressW;
samplerDesc.MipLODBias = mipLODBias;
samplerDesc.MaxAnisotropy = maxAnisotropy;
samplerDesc.ComparisonFunc = comparisonFunc;
samplerDesc.BorderColor = borderColor;
samplerDesc.MinLOD = minLOD;
samplerDesc.MaxLOD = maxLOD;
samplerDesc.ShaderVisibility = shaderVisibility;
samplerDesc.RegisterSpace = registerSpace;
samplerDesc.Flags = flags;
}
inline void Init(
UINT shaderRegister,
D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
FLOAT mipLODBias = 0,
UINT maxAnisotropy = 16,
D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
FLOAT minLOD = 0.f,
FLOAT maxLOD = D3D12_FLOAT32_MAX,
D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
UINT registerSpace = 0,
D3D12_SAMPLER_FLAGS flags = D3D12_SAMPLER_FLAGS::D3D12_SAMPLER_FLAG_NONE) noexcept
{
Init(
*this,
shaderRegister,
filter,
addressU,
addressV,
addressW,
mipLODBias,
maxAnisotropy,
comparisonFunc,
borderColor,
minLOD,
maxLOD,
shaderVisibility,
registerSpace,
flags);
}
};
#endif // NTDDI_WIN10_CU || USING_D3D12_AGILITY_SDK
//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_SIGNATURE_DESC : public D3D12_ROOT_SIGNATURE_DESC
{