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Add nearest-neighbor samplers for remaining backends
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@@ -350,6 +350,12 @@ public:
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sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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m_3dCtx.m_ctx11.m_dev->CreateSamplerState(&sampDesc, &m_3dCtx.m_ctx11.m_ss[2]);
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sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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m_3dCtx.m_ctx11.m_dev->CreateSamplerState(&sampDesc, &m_3dCtx.m_ctx11.m_ss[3]);
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Log.report(logvisor::Info, "initialized D3D11 renderer");
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return;
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}
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@@ -66,7 +66,7 @@ struct D3D11Context
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ComPtr<IDXGIFactory2> m_dxFactory;
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ComPtr<ID3D11Device1> m_dev;
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ComPtr<ID3D11DeviceContext1> m_devCtx;
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ComPtr<ID3D11SamplerState> m_ss[3];
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ComPtr<ID3D11SamplerState> m_ss[4];
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struct Window
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{
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ComPtr<IDXGISwapChain1> m_swapChain;
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