cmake+d3d12: d3d12 now builds succesfully on older Windows SDKs, so simplify the checks
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@ -1869,14 +1869,7 @@ elseif(WINDOWS)
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check_include_file(d3d9.h HAVE_D3D_H)
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check_include_file(d3d11_1.h HAVE_D3D11_H)
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check_c_source_compiles("
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#include <winsdkver.h>
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#include <sdkddkver.h>
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#include <d3d12.h>
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ID3D12Device1 *device;
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#if WDK_NTDDI_VERSION > 0x0A000008
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int main(int argc, char **argv) { return 0; }
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#endif" HAVE_D3D12_H)
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check_include_file(d3d12.h HAVE_D3D12_H)
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check_include_file(ddraw.h HAVE_DDRAW_H)
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check_include_file(dsound.h HAVE_DSOUND_H)
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check_include_file(dinput.h HAVE_DINPUT_H)
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@ -42,6 +42,7 @@
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#include <dxgi1_6.h>
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#include <dxgidebug.h>
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#include <d3d12sdklayers.h>
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#include <sdkddkver.h>
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#endif
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#include "SDL_shaders_d3d12.h"
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@ -75,15 +76,16 @@
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#endif
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/*
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* Older Windows SDK headers declare some d3d12 functions with the wrong function prototype.
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* Older MS Windows SDK headers declare some d3d12 functions with the wrong function prototype.
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* - ID3D12Heap::GetDesc
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* - ID3D12Resource::GetDesc
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* - ID3D12DescriptorHeap::GetDesc
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* (and 9 more)
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* */
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* This is fixed in SDKs since WDK_NTDDI_VERSION >= NTDDI_WIN10_FE (0x0A00000A)
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*/
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#if !(defined(__MINGW32__) || defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) \
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&& (!defined(D3D12_SDK_VERSION) || D3D12_SDK_VERSION < 3)
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&& (WDK_NTDDI_VERSION < 0x0A00000A)
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#define D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(THIS, ...) do { \
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void (STDMETHODCALLTYPE * func)(ID3D12DescriptorHeap * This, D3D12_CPU_DESCRIPTOR_HANDLE * Handle) = \
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