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Windows compile fixes
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@@ -1788,7 +1788,7 @@ 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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D3D12Data* d = D3D12DataFactory::m_deferredData;
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D3D12TextureS* retval = new D3D12TextureS(d, m_parent.m_ctx, width, height, mips, fmt, data, sz);
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@@ -1797,7 +1797,7 @@ 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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D3D12Data* d = D3D12DataFactory::m_deferredData;
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D3D12TextureSA* retval = new D3D12TextureSA(d, m_parent.m_ctx, width, height, layers, mips, fmt, data, sz);
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@@ -1805,7 +1805,7 @@ 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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D3D12Data* d = D3D12DataFactory::m_deferredData;
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D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent.m_parent->getCommandQueue());
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@@ -1814,7 +1814,7 @@ 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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D3D12Data* d = D3D12DataFactory::m_deferredData;
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