[D3D12] DXBC texture bindings (but no samplers and fetch)
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@@ -10,8 +10,7 @@
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#ifndef XENIA_GPU_D3D12_D3D12_SHADER_H_
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#define XENIA_GPU_D3D12_D3D12_SHADER_H_
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// TODO(Triang3l): Remove hlsl_shader_translator.
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#include "xenia/gpu/hlsl_shader_translator.h"
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#include "xenia/gpu/dxbc_shader_translator.h"
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#include "xenia/gpu/shader.h"
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#include "xenia/ui/d3d12/d3d12_api.h"
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@@ -25,12 +24,10 @@ class D3D12Shader : public Shader {
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const uint32_t* dword_ptr, uint32_t dword_count);
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~D3D12Shader() override;
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#if 0
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void SetTexturesAndSamplers(
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const HlslShaderTranslator::TextureSRV* texture_srvs,
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const DxbcShaderTranslator::TextureSRV* texture_srvs,
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uint32_t texture_srv_count, const uint32_t* sampler_fetch_constants,
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uint32_t sampler_count);
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#endif
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bool DisassembleDXBC();
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