workaround crash fix for AMD RX 6650
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@@ -1892,6 +1892,29 @@ void LoadBuffers()
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device->CreateTexture(&desc, nullptr, &textures[TEXTYPE_3D_WIND]);
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device->SetName(&textures[TEXTYPE_3D_WIND], "textures[TEXTYPE_3D_WIND]");
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}
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{
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// Note: Create dummy shadow map atlas to avoid issue with AMD RX 6650 GPU
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// It seems like it incorectly handles dynamic branch on descriptor index
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TextureDesc desc;
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desc.width = 1;
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desc.height = 1;
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desc.format = format_depthbuffer_shadowmap;
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desc.bind_flags = BindFlag::DEPTH_STENCIL | BindFlag::SHADER_RESOURCE;
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desc.layout = ResourceState::SHADER_RESOURCE;
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desc.misc_flags = ResourceMiscFlag::TEXTURE_COMPATIBLE_COMPRESSION;
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device->CreateTexture(&desc, nullptr, &shadowMapAtlas);
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device->SetName(&shadowMapAtlas, "shadowMapAtlas");
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desc.format = format_rendertarget_shadowmap;
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desc.bind_flags = BindFlag::RENDER_TARGET | BindFlag::SHADER_RESOURCE;
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desc.layout = ResourceState::SHADER_RESOURCE;
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desc.clear.color[0] = 1;
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desc.clear.color[1] = 1;
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desc.clear.color[2] = 1;
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desc.clear.color[3] = 0;
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device->CreateTexture(&desc, nullptr, &shadowMapAtlas_Transparent);
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device->SetName(&shadowMapAtlas_Transparent, "shadowMapAtlas_Transparent");
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}
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}
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void SetUpStates()
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{
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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 = 290;
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const int revision = 291;
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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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