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include: Add the missing ClearUnorderedAccessViewUint() method to the ID3D12GraphicsCommandList interface.
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@ -1534,6 +1534,9 @@ interface ID3D12GraphicsCommandList : ID3D12CommandList
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FLOAT depth, UINT8 stencil, UINT rect_count, const D3D12_RECT *rects);
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void ClearRenderTargetView(D3D12_CPU_DESCRIPTOR_HANDLE rtv, const FLOAT color[4],
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UINT rect_count, const D3D12_RECT *rects);
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void ClearUnorderedAccessViewUint(D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle,
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, ID3D12Resource *resource, const UINT values[4],
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UINT rect_count, const D3D12_RECT *rects);
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void ClearUnorderedAccessViewFloat(D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle,
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle,
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ID3D12Resource *resource,
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@ -2583,6 +2583,14 @@ static void STDMETHODCALLTYPE d3d12_command_list_ClearRenderTargetView(ID3D12Gra
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rtv_desc->vk_view, rtv_desc->width, rtv_desc->height, &clear_value, rect_count, rects);
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}
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static void STDMETHODCALLTYPE d3d12_command_list_ClearUnorderedAccessViewUint(ID3D12GraphicsCommandList *iface,
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, ID3D12Resource *resource,
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const UINT values[4], UINT rect_count, const D3D12_RECT *rects)
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{
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FIXME("iface %p, gpu_handle %#"PRIx64", cpu_handle %lx, resource %p, values %p, rect_count %u, rects %p stub!\n",
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iface, gpu_handle.ptr, cpu_handle.ptr, resource, values, rect_count, rects);
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}
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static void STDMETHODCALLTYPE d3d12_command_list_ClearUnorderedAccessViewFloat(ID3D12GraphicsCommandList *iface,
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle,
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ID3D12Resource *resource, UINT rect_count, const D3D12_RECT *rects)
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@ -2710,6 +2718,7 @@ static const struct ID3D12GraphicsCommandListVtbl d3d12_command_list_vtbl =
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d3d12_command_list_OMSetRenderTargets,
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d3d12_command_list_ClearDepthStencilView,
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d3d12_command_list_ClearRenderTargetView,
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d3d12_command_list_ClearUnorderedAccessViewUint,
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d3d12_command_list_ClearUnorderedAccessViewFloat,
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d3d12_command_list_DiscardResource,
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d3d12_command_list_BeginQuery,
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