Add support for programmable samplers in shaders
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@@ -9,6 +9,7 @@
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#include "GPUTextureDX11.h"
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#include "GPUTimerQueryDX11.h"
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#include "GPUBufferDX11.h"
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#include "GPUSamplerDX11.h"
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#include "GPUSwapChainDX11.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Utilities.h"
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@@ -324,6 +325,7 @@ bool GPUDeviceDX11::Init()
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limits.MaximumTexture2DArraySize = D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
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limits.MaximumTexture3DSize = D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
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limits.MaximumTextureCubeSize = D3D11_REQ_TEXTURECUBE_DIMENSION;
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limits.MaximumSamplerAnisotropy = D3D11_DEFAULT_MAX_ANISOTROPY;
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}
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else
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{
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@@ -346,6 +348,7 @@ bool GPUDeviceDX11::Init()
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limits.MaximumTexture2DArraySize = D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
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limits.MaximumTexture3DSize = D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
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limits.MaximumTextureCubeSize = D3D10_REQ_TEXTURECUBE_DIMENSION;
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limits.MaximumSamplerAnisotropy = D3D10_DEFAULT_MAX_ANISOTROPY;
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}
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for (int32 i = 0; i < static_cast<int32>(PixelFormat::MAX); i++)
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@@ -685,6 +688,11 @@ GPUBuffer* GPUDeviceDX11::CreateBuffer(const StringView& name)
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return New<GPUBufferDX11>(this, name);
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}
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GPUSampler* GPUDeviceDX11::CreateSampler()
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{
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return New<GPUSamplerDX11>(this);
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}
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GPUSwapChain* GPUDeviceDX11::CreateSwapChain(Window* window)
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{
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return New<GPUSwapChainDX11>(this, window);
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