[D3D12] Bindless textures/samplers
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@@ -41,6 +41,8 @@ DEFINE_string(
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"[vertex or unspecified, linedomaincp, linedomainpatch, triangledomaincp, "
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"triangledomainpatch, quaddomaincp, quaddomainpatch].",
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"GPU");
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DEFINE_bool(shader_output_bindless_resources, false,
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"Output host shader with bindless resources used.", "GPU");
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DEFINE_bool(shader_output_dxbc_rov, false,
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"Output ROV-based output-merger code in DXBC pixel shaders.",
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"GPU");
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@@ -109,7 +111,8 @@ int shader_compiler_main(const std::vector<std::string>& args) {
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} else if (cvars::shader_output_type == "dxbc" ||
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cvars::shader_output_type == "dxbctext") {
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translator = std::make_unique<DxbcShaderTranslator>(
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0, cvars::shader_output_dxbc_rov);
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0, cvars::shader_output_bindless_resources,
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cvars::shader_output_dxbc_rov);
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} else {
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translator = std::make_unique<UcodeShaderTranslator>();
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}
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