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Fix build issue with updated D3DX12
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@ -1426,120 +1426,6 @@ struct CD3DX12_STATIC_SAMPLER_DESC : public D3D12_STATIC_SAMPLER_DESC
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};
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//------------------------------------------------------------------------------------------------
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#if defined(NTDDI_WIN10_CU) || defined(USING_D3D12_AGILITY_SDK)
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struct CD3DX12_STATIC_SAMPLER_DESC1 : public D3D12_STATIC_SAMPLER_DESC1
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{
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CD3DX12_STATIC_SAMPLER_DESC1() = default;
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explicit CD3DX12_STATIC_SAMPLER_DESC1(const D3D12_STATIC_SAMPLER_DESC &o) noexcept
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{
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memcpy(this, &o, sizeof(D3D12_STATIC_SAMPLER_DESC));
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Flags = D3D12_SAMPLER_FLAGS::D3D12_SAMPLER_FLAG_NONE;
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}
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explicit CD3DX12_STATIC_SAMPLER_DESC1(const D3D12_STATIC_SAMPLER_DESC1 & o) noexcept :
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D3D12_STATIC_SAMPLER_DESC1(o)
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{}
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CD3DX12_STATIC_SAMPLER_DESC1(
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UINT shaderRegister,
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D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
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D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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FLOAT mipLODBias = 0,
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UINT maxAnisotropy = 16,
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D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
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D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
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FLOAT minLOD = 0.f,
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FLOAT maxLOD = D3D12_FLOAT32_MAX,
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D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
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UINT registerSpace = 0,
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D3D12_SAMPLER_FLAGS flags = D3D12_SAMPLER_FLAGS::D3D12_SAMPLER_FLAG_NONE) noexcept
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{
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Init(
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shaderRegister,
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filter,
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addressU,
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addressV,
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addressW,
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mipLODBias,
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maxAnisotropy,
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comparisonFunc,
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borderColor,
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minLOD,
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maxLOD,
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shaderVisibility,
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registerSpace,
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flags);
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}
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static inline void Init(
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_Out_ D3D12_STATIC_SAMPLER_DESC1 &samplerDesc,
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UINT shaderRegister,
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D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
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D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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FLOAT mipLODBias = 0,
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UINT maxAnisotropy = 16,
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D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
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D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
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FLOAT minLOD = 0.f,
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FLOAT maxLOD = D3D12_FLOAT32_MAX,
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D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
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UINT registerSpace = 0,
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D3D12_SAMPLER_FLAGS flags = D3D12_SAMPLER_FLAGS::D3D12_SAMPLER_FLAG_NONE) noexcept
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{
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samplerDesc.ShaderRegister = shaderRegister;
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samplerDesc.Filter = filter;
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samplerDesc.AddressU = addressU;
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samplerDesc.AddressV = addressV;
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samplerDesc.AddressW = addressW;
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samplerDesc.MipLODBias = mipLODBias;
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samplerDesc.MaxAnisotropy = maxAnisotropy;
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samplerDesc.ComparisonFunc = comparisonFunc;
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samplerDesc.BorderColor = borderColor;
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samplerDesc.MinLOD = minLOD;
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samplerDesc.MaxLOD = maxLOD;
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samplerDesc.ShaderVisibility = shaderVisibility;
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samplerDesc.RegisterSpace = registerSpace;
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samplerDesc.Flags = flags;
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}
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inline void Init(
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UINT shaderRegister,
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D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
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D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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FLOAT mipLODBias = 0,
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UINT maxAnisotropy = 16,
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D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
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D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
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FLOAT minLOD = 0.f,
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FLOAT maxLOD = D3D12_FLOAT32_MAX,
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D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
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UINT registerSpace = 0,
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D3D12_SAMPLER_FLAGS flags = D3D12_SAMPLER_FLAGS::D3D12_SAMPLER_FLAG_NONE) noexcept
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{
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Init(
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*this,
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shaderRegister,
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filter,
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addressU,
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addressV,
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addressW,
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mipLODBias,
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maxAnisotropy,
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comparisonFunc,
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borderColor,
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minLOD,
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maxLOD,
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shaderVisibility,
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registerSpace,
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flags);
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}
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};
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#endif // NTDDI_WIN10_CU || USING_D3D12_AGILITY_SDK
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//------------------------------------------------------------------------------------------------
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struct CD3DX12_ROOT_SIGNATURE_DESC : public D3D12_ROOT_SIGNATURE_DESC
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{
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