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internal/graphicsdriver/directx: enable D3D12SerializeRootSignature for Xbox
Updates #2084
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@ -887,7 +887,8 @@ var (
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procD3D12GetDebugInterface = d3d12.NewProc("D3D12GetDebugInterface")
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procD3D12SerializeRootSignature = d3d12.NewProc("D3D12SerializeRootSignature")
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procD3D12XboxCreateDevice = d3d12x.NewProc("D3D12XboxCreateDevice")
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procD3D12SerializeRootSignature_Xbox = d3d12x.NewProc("D3D12SerializeRootSignature")
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procD3D12XboxCreateDevice = d3d12x.NewProc("D3D12XboxCreateDevice")
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procD3DCompile = d3dcompiler.NewProc("D3DCompile")
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@ -917,7 +918,13 @@ func _D3D12GetDebugInterface() (*_ID3D12Debug, error) {
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func _D3D12SerializeRootSignature(pRootSignature *_D3D12_ROOT_SIGNATURE_DESC, version _D3D_ROOT_SIGNATURE_VERSION) (*_ID3DBlob, error) {
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var blob *_ID3DBlob
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var errorBlob *_ID3DBlob
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r, _, _ := procD3D12SerializeRootSignature.Call(uintptr(unsafe.Pointer(pRootSignature)), uintptr(version), uintptr(unsafe.Pointer(&blob)), uintptr(unsafe.Pointer(&errorBlob)))
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var proc *windows.LazyProc
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if microsoftgdk.IsXbox() {
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proc = procD3D12SerializeRootSignature_Xbox
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} else {
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proc = procD3D12SerializeRootSignature
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}
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r, _, _ := proc.Call(uintptr(unsafe.Pointer(pRootSignature)), uintptr(version), uintptr(unsafe.Pointer(&blob)), uintptr(unsafe.Pointer(&errorBlob)))
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if uint32(r) != uint32(windows.S_OK) {
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if errorBlob != nil {
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defer errorBlob.Release()
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