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d3d12: Fix wrong index being used for sampler descriptor heap
Fix a crash in Disgaea 3 with debug output enabled.
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@ -641,7 +641,7 @@ void D3D12GSRender::Draw()
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getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].GetAddressOf());
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getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(3,
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getGPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].Get(),
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getCurrentResourceStorage().m_currentTextureIndex * g_descriptorStrideSamplers)
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getCurrentResourceStorage().m_currentSamplerIndex * g_descriptorStrideSamplers)
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);
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getCurrentResourceStorage().m_currentTextureIndex += usedTexture;
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