[D3D12] Cleanup primitive types and front/back facing
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@@ -25,15 +25,6 @@ class D3D12Shader : public Shader {
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D3D12Shader(ShaderType shader_type, uint64_t data_hash,
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const uint32_t* dword_ptr, uint32_t dword_count);
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// For checking if it's a domain shader rather than a vertex shader when used
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// (since when a shader is used for the first time, it's translated either
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// into a vertex shader or a domain shader, depending on the primitive type).
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PrimitiveType GetDomainShaderPrimitiveType() const {
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return domain_shader_primitive_type_;
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}
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void SetDomainShaderPrimitiveType(PrimitiveType primitive_type) {
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domain_shader_primitive_type_ = primitive_type;
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}
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void SetTexturesAndSamplers(
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const DxbcShaderTranslator::TextureSRV* texture_srvs,
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uint32_t texture_srv_count,
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@@ -88,8 +79,6 @@ class D3D12Shader : public Shader {
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}
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private:
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PrimitiveType domain_shader_primitive_type_ = PrimitiveType::kNone;
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std::vector<TextureSRV> texture_srvs_;
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uint32_t used_texture_mask_ = 0;
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std::vector<SamplerBinding> sampler_bindings_;
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