Texture wrapping modes.
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@@ -1490,9 +1490,19 @@ int D3D11GraphicsDriver::PrepareTextureSampler(
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},
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};
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sampler_desc.Filter = filter_matrix[min_filter][mag_filter][mip_filter];
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sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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static const D3D11_TEXTURE_ADDRESS_MODE mode_map[] = {
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D3D11_TEXTURE_ADDRESS_WRAP,
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D3D11_TEXTURE_ADDRESS_MIRROR,
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D3D11_TEXTURE_ADDRESS_CLAMP, // ?
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D3D11_TEXTURE_ADDRESS_MIRROR_ONCE, // ?
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D3D11_TEXTURE_ADDRESS_CLAMP, // ?
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D3D11_TEXTURE_ADDRESS_MIRROR_ONCE, // ?
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D3D11_TEXTURE_ADDRESS_BORDER, // ?
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D3D11_TEXTURE_ADDRESS_MIRROR, // ?
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};
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sampler_desc.AddressU = mode_map[fetcher.fetch.clamp_x];
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sampler_desc.AddressV = mode_map[fetcher.fetch.clamp_y];
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sampler_desc.AddressW = mode_map[fetcher.fetch.clamp_z];
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sampler_desc.MipLODBias;
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sampler_desc.MaxAnisotropy = 1;
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sampler_desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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