[D3D12] Cleanup primitive types and front/back facing
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@@ -49,11 +49,11 @@ class PipelineCache {
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// Translates shaders if needed, also making shader info up to date.
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bool EnsureShadersTranslated(D3D12Shader* vertex_shader,
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D3D12Shader* pixel_shader,
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D3D12Shader* pixel_shader, bool tessellated,
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PrimitiveType primitive_type);
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bool ConfigurePipeline(
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
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PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
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const RenderTargetCache::PipelineRenderTarget render_targets[5],
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void** pipeline_handle_out, ID3D12RootSignature** root_signature_out);
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@@ -172,10 +172,10 @@ class PipelineCache {
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};
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bool TranslateShader(D3D12Shader* shader, xenos::xe_gpu_program_cntl_t cntl,
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PrimitiveType primitive_type);
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bool tessellated, PrimitiveType primitive_type);
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bool GetCurrentStateDescription(
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
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PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
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const RenderTargetCache::PipelineRenderTarget render_targets[5],
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PipelineDescription& description_out);
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