[D3D12] Cleanup primitive types and front/back facing
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@@ -82,7 +82,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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// Finds or creates root signature for a pipeline.
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ID3D12RootSignature* GetRootSignature(const D3D12Shader* vertex_shader,
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const D3D12Shader* pixel_shader,
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PrimitiveType primitive_type);
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bool tessellated);
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ui::d3d12::UploadBufferPool* GetConstantBufferPool() const {
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return constant_buffer_pool_.get();
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@@ -210,7 +210,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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void UpdateFixedFunctionState();
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void UpdateSystemConstantValues(
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bool shared_memory_is_uav, PrimitiveType primitive_type,
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bool shared_memory_is_uav, bool primitive_two_faced,
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uint32_t line_loop_closing_index, Endian index_endian,
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uint32_t edge_factor_base, bool early_z, uint32_t color_mask,
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const RenderTargetCache::PipelineRenderTarget render_targets[4]);
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