[D3D12] Bindless textures/samplers
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@@ -47,10 +47,10 @@ cbuffer XeEDRAMLoadStoreConstants : register(b0) {
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#define xe_edram_clear_depth24 (xe_edram_load_store_constants.z)
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#define xe_edram_clear_depth32 (xe_edram_load_store_constants.w)
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RWByteAddressBuffer xe_edram_load_store_dest : register(u0);
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#ifndef XE_EDRAM_WRITE_ONLY
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ByteAddressBuffer xe_edram_load_store_source : register(t0);
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#endif
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RWByteAddressBuffer xe_edram_load_store_dest : register(u0);
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uint2 XeEDRAMSampleCountLog2() {
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return (xe_edram_base_samples_2x_depth_pitch >> uint2(12u, 11u)) & 1u;
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@@ -27,8 +27,8 @@ cbuffer XeTextureLoadConstants : register(b0) {
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#define XeTextureLoadGuestPitchTiled 0xFFFFFFFFu
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ByteAddressBuffer xe_texture_load_source : register(t0);
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RWByteAddressBuffer xe_texture_load_dest : register(u0);
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ByteAddressBuffer xe_texture_load_source : register(t0);
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// bpb and bpb_log2 are separate because bpb may be not a power of 2 (like 96).
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uint4 XeTextureLoadGuestBlockOffsets(uint3 block_index, uint bpb,
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