[D3D12] DXBC: Don't skip invariant driver optimizations
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@@ -13819,7 +13819,6 @@ void DxbcShaderTranslator::WriteShaderCode() {
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// invariance (needed even in pixel shaders for oDepth invariance).
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// invariance (needed even in pixel shaders for oDepth invariance).
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shader_object_.push_back(
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shader_object_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_GLOBAL_FLAGS) |
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_GLOBAL_FLAGS) |
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D3D11_1_SB_GLOBAL_FLAG_SKIP_OPTIMIZATION |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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// Constant buffers, from most frequenly accessed to least frequently accessed
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// Constant buffers, from most frequenly accessed to least frequently accessed
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