dx12 updates
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@@ -73,9 +73,9 @@
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"StaticSampler(s103, addressU = TEXTURE_ADDRESS_CLAMP, addressV = TEXTURE_ADDRESS_CLAMP, addressW = TEXTURE_ADDRESS_CLAMP, filter = FILTER_MIN_MAG_MIP_POINT)," \
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"StaticSampler(s104, addressU = TEXTURE_ADDRESS_WRAP, addressV = TEXTURE_ADDRESS_WRAP, addressW = TEXTURE_ADDRESS_WRAP, filter = FILTER_MIN_MAG_MIP_POINT)," \
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"StaticSampler(s105, addressU = TEXTURE_ADDRESS_MIRROR, addressV = TEXTURE_ADDRESS_MIRROR, addressW = TEXTURE_ADDRESS_MIRROR, filter = FILTER_MIN_MAG_MIP_POINT)," \
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"StaticSampler(s106, addressU = TEXTURE_ADDRESS_CLAMP, addressV = TEXTURE_ADDRESS_CLAMP, addressW = TEXTURE_ADDRESS_CLAMP, filter = FILTER_ANISOTROPIC)," \
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"StaticSampler(s107, addressU = TEXTURE_ADDRESS_WRAP, addressV = TEXTURE_ADDRESS_WRAP, addressW = TEXTURE_ADDRESS_WRAP, filter = FILTER_ANISOTROPIC)," \
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"StaticSampler(s108, addressU = TEXTURE_ADDRESS_MIRROR, addressV = TEXTURE_ADDRESS_MIRROR, addressW = TEXTURE_ADDRESS_MIRROR, filter = FILTER_ANISOTROPIC)," \
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"StaticSampler(s106, addressU = TEXTURE_ADDRESS_CLAMP, addressV = TEXTURE_ADDRESS_CLAMP, addressW = TEXTURE_ADDRESS_CLAMP, filter = FILTER_ANISOTROPIC, maxAnisotropy = 16)," \
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"StaticSampler(s107, addressU = TEXTURE_ADDRESS_WRAP, addressV = TEXTURE_ADDRESS_WRAP, addressW = TEXTURE_ADDRESS_WRAP, filter = FILTER_ANISOTROPIC, maxAnisotropy = 16)," \
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"StaticSampler(s108, addressU = TEXTURE_ADDRESS_MIRROR, addressV = TEXTURE_ADDRESS_MIRROR, addressW = TEXTURE_ADDRESS_MIRROR, filter = FILTER_ANISOTROPIC, maxAnisotropy = 16)," \
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"StaticSampler(s109, addressU = TEXTURE_ADDRESS_CLAMP, addressV = TEXTURE_ADDRESS_CLAMP, addressW = TEXTURE_ADDRESS_CLAMP, filter = FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT, comparisonFunc = COMPARISON_GREATER_EQUAL),"
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#ifndef __PSSL__
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@@ -3555,6 +3555,7 @@ using namespace dx12_internal;
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}
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}
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#ifndef PLATFORM_XBOX // Xbox is detected as UMA, but the UMA texture upload path is disabled for now
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if (
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initial_data != nullptr &&
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allocationDesc.HeapType == D3D12_HEAP_TYPE_DEFAULT &&
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@@ -3565,6 +3566,7 @@ using namespace dx12_internal;
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// It will be used with WriteToSubresource to avoid GPU copy from UPLOAD to DEAFULT
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allocationDesc.CustomPool = allocationhandler->uma_pool.Get();
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}
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#endif // PLATFORM_XBOX
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#ifdef PLATFORM_XBOX
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wi::graphics::xbox::ApplyTextureCreationFlags(texture->desc, resourcedesc.Flags, allocationDesc.ExtraHeapFlags);
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@@ -9,7 +9,7 @@ namespace wi::version
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// minor features, major updates, breaking compatibility changes
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const int minor = 71;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 297;
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const int revision = 298;
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const std::string version_string = std::to_string(major) + "." + std::to_string(minor) + "." + std::to_string(revision);
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