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Windows compile fixes
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@@ -324,7 +324,7 @@ class D3D11TextureR : public ITextureR
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D3D11_RTV_DIMENSION rtvDim;
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D3D11_DSV_DIMENSION dsvDim;
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if (samples > 1)
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if (m_samples > 1)
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{
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rtvDim = D3D11_RTV_DIMENSION_TEXTURE2DMS;
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dsvDim = D3D11_DSV_DIMENSION_TEXTURE2DMS;
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@@ -1311,7 +1311,7 @@ public:
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}
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ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz)
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TextureClampMode clampMode, const void* data, size_t sz)
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{
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D3D11Data* d = static_cast<D3D11Data*>(m_deferredData);
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D3D11TextureS* retval = new D3D11TextureS(d, m_parent.m_ctx, width, height, mips, fmt, data, sz);
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@@ -1320,7 +1320,7 @@ public:
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}
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ITextureSA* newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips,
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TextureFormat fmt, const void* data, size_t sz)
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TextureFormat fmt, TextureClampMode clampMode, const void* data, size_t sz)
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{
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D3D11Data* d = static_cast<D3D11Data*>(m_deferredData);
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D3D11TextureSA* retval = new D3D11TextureSA(d, m_parent.m_ctx, width, height, layers, mips, fmt, data, sz);
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@@ -1328,7 +1328,7 @@ public:
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return retval;
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}
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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt, TextureClampMode clampMode)
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{
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D3D11Data* d = static_cast<D3D11Data*>(m_deferredData);
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D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent.m_parent->getCommandQueue());
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@@ -1337,7 +1337,7 @@ public:
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return retval;
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}
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ITextureR* newRenderTexture(size_t width, size_t height,
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ITextureR* newRenderTexture(size_t width, size_t height, TextureClampMode clampMode,
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size_t colorBindCount, size_t depthBindCount)
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{
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D3D11Data* d = static_cast<D3D11Data*>(m_deferredData);
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