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(D3D12) Get rid of some implicit memsets
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62e4779fee
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11d5775318
@ -3603,6 +3603,7 @@ static bool d3d12_gfx_frame(
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}
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{
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D3D12_SAMPLER_DESC desc;
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D3D12_CPU_DESCRIPTOR_HANDLE handle = {
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d3d12->pass[i].samplers.ptr
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- d3d12->desc.sampler_heap.gpu.ptr
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@ -3610,10 +3611,11 @@ static bool d3d12_gfx_frame(
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+ texture_sem->binding
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* d3d12->desc.sampler_heap.stride
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};
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D3D12_SAMPLER_DESC desc = { D3D12_FILTER_MIN_MAG_MIP_LINEAR };
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if (texture_sem->filter == RARCH_FILTER_NEAREST)
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desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
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else
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desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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switch (texture_sem->wrap)
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{
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@ -3637,10 +3639,15 @@ static bool d3d12_gfx_frame(
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desc.AddressV = desc.AddressU;
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desc.AddressW = desc.AddressU;
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desc.MipLODBias = 0.0f;
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desc.MaxAnisotropy = 1;
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desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
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desc.BorderColor[0] = 0.0f;
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desc.BorderColor[1] = 0.0f;
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desc.BorderColor[2] = 0.0f;
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desc.BorderColor[3] = 0.0f;
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desc.MinLOD = -D3D12_FLOAT32_MAX;
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desc.MaxLOD = D3D12_FLOAT32_MAX;
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desc.MaxLOD = D3D12_FLOAT32_MAX;
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d3d12->device->lpVtbl->CreateSampler(d3d12->device, &desc, handle);
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}
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