Issue #3093.
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@ -1282,7 +1282,7 @@ namespace bgfx { namespace d3d12
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);
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}
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m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
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, 1024
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, 2048
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, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
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);
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@ -3840,7 +3840,7 @@ namespace bgfx { namespace d3d12
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void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
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{
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m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
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m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors/_numDescriptorsPerBlock);
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m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
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ID3D12Device* device = s_renderD3D12->m_device;
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@ -3871,6 +3871,7 @@ namespace bgfx { namespace d3d12
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uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
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{
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uint16_t idx = m_handleAlloc->alloc();
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BX_ASSERT(bx::kInvalidHandle != idx, "DescriptorAllocatorD3D12 is out of memory.");
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D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
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@ -3886,6 +3887,7 @@ namespace bgfx { namespace d3d12
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uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
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{
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uint16_t idx = m_handleAlloc->alloc();
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BX_ASSERT(bx::kInvalidHandle != idx, "DescriptorAllocatorD3D12 is out of memory.");
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ID3D12Device* device = s_renderD3D12->m_device;
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uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
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