Refactor: use CreateDesc for DSV
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@@ -336,9 +336,7 @@ bool InitD3D12(HWND inHWND, int inWidth, int inHeight) {
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rtvPointer.ptr = rtvHeapStart.ptr + i * gRTVDescriptorSize;
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rtvPointer.ptr = rtvHeapStart.ptr + i * gRTVDescriptorSize;
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gSwapChainRTVs[i].InitializeAt(device, gColorRTs[i].GetResource(), rtvPointer, nullptr);
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gSwapChainRTVs[i].InitializeAt(device, gColorRTs[i].GetResource(), rtvPointer, nullptr);
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}
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}
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D3D12_DEPTH_STENCIL_VIEW_DESC d3dDSViewDesc = {};
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D3D12_DEPTH_STENCIL_VIEW_DESC d3dDSViewDesc = XCEngine::RHI::D3D12DepthStencilView::CreateDesc(XCEngine::RHI::Format::D24_UNorm_S8_UInt);
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d3dDSViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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d3dDSViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
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gSwapChainDSV.InitializeAt(device, gDepthStencil.GetResource(), gSwapChainDSVHeap.GetCPUDescriptorHandleForHeapStart(), &d3dDSViewDesc);
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gSwapChainDSV.InitializeAt(device, gDepthStencil.GetResource(), gSwapChainDSVHeap.GetCPUDescriptorHandleForHeapStart(), &d3dDSViewDesc);
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