Refactor: use CreateSamplerDesc for cleaner sampler creation
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@@ -229,12 +229,7 @@ ID3D12RootSignature* InitRootSignature() {
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rootParameters[3] = D3D12RootSignature::CreateSRV(0, ShaderVisibility::All, 1);
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D3D12_SAMPLER_DESC samplerDesc = {};
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samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
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D3D12_SAMPLER_DESC samplerDesc = D3D12RootSignature::CreateSamplerDesc(FilterMode::Linear, TextureAddressMode::Clamp);
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D3D12_STATIC_SAMPLER_DESC staticSamplerDesc = D3D12RootSignature::CreateStaticSampler(0, samplerDesc, ShaderVisibility::Pixel);
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D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = D3D12RootSignature::CreateDesc(
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