[D3D12] Fix bitfield lint errors
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@ -135,11 +135,11 @@ class PrimitiveConverter {
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union ConvertedIndicesKey {
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uint64_t value;
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struct {
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uint32_t address; // 32
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uint32_t address; // 32
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xenos::PrimitiveType source_type : 6; // 38
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xenos::IndexFormat format : 1; // 39
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uint32_t count : 16; // 55
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uint32_t reset : 1; // 56
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uint32_t count : 16; // 55
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uint32_t reset : 1; // 56
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};
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// Clearing the unused bits.
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@ -142,11 +142,11 @@ class TextureCache {
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xenos::ClampMode clamp_z : 3; // 9
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xenos::BorderColor border_color : 2; // 11
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// For anisotropic, these are true.
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uint32_t mag_linear : 1; // 12
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uint32_t min_linear : 1; // 13
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uint32_t mip_linear : 1; // 14
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uint32_t mag_linear : 1; // 12
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uint32_t min_linear : 1; // 13
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uint32_t mip_linear : 1; // 14
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xenos::AnisoFilter aniso_filter : 3; // 17
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uint32_t mip_min_level : 4; // 21
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uint32_t mip_min_level : 4; // 21
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// Maximum mip level is in the texture resource itself.
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};
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uint32_t value;
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