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CI: Add MinGW/GCC build to Windows GHA
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@@ -1348,7 +1348,14 @@ RDD::TextureID RenderingDeviceDriverD3D12::texture_create(const TextureFormat &p
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}
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tex_info->states_ptr = &tex_info->owner_info.states;
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tex_info->format = p_format.format;
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#if defined(__GNUC__) && !defined(__clang__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wstrict-aliasing"
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#endif
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tex_info->desc = *(CD3DX12_RESOURCE_DESC *)&resource_desc;
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#if defined(__GNUC__) && !defined(__clang__)
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#pragma GCC diagnostic pop
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#endif
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tex_info->base_layer = 0;
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tex_info->layers = resource_desc.ArraySize();
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tex_info->base_mip = 0;
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@@ -6578,8 +6585,6 @@ static Error create_command_signature(ID3D12Device *device, D3D12_INDIRECT_ARGUM
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Error RenderingDeviceDriverD3D12::_initialize_frames(uint32_t p_frame_count) {
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Error err;
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D3D12MA::ALLOCATION_DESC allocation_desc = {};
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allocation_desc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
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//CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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uint32_t resource_descriptors_per_frame = GLOBAL_GET("rendering/rendering_device/d3d12/max_resource_descriptors_per_frame");
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