[D3D12] Cleanup primitive types and front/back facing
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@@ -31,13 +31,6 @@ class DxbcShaderTranslator : public ShaderTranslator {
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DxbcShaderTranslator(uint32_t vendor_id, bool edram_rov_used);
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~DxbcShaderTranslator() override;
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enum class VertexShaderType { kVertex, kTriangleDomain, kQuadDomain };
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// Sets the type (shader model and input layout) of the next vertex shader
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// that will be converted.
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void SetVertexShaderType(VertexShaderType type) {
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vertex_shader_type_ = type;
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}
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// Constant buffer bindings in space 0.
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enum class CbufferRegister {
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kSystemConstants,
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@@ -646,12 +639,11 @@ class DxbcShaderTranslator : public ShaderTranslator {
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}
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inline bool IsDxbcVertexShader() const {
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return IsDxbcVertexOrDomainShader() &&
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vertex_shader_type_ == VertexShaderType::kVertex;
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patch_primitive_type() == PrimitiveType::kNone;
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}
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inline bool IsDxbcDomainShader() const {
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return IsDxbcVertexOrDomainShader() &&
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(vertex_shader_type_ == VertexShaderType::kTriangleDomain ||
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vertex_shader_type_ == VertexShaderType::kQuadDomain);
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patch_primitive_type() != PrimitiveType::kNone;
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}
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inline bool IsDxbcPixelShader() const {
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return is_depth_only_pixel_shader_ || is_pixel_shader();
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@@ -957,7 +949,6 @@ class DxbcShaderTranslator : public ShaderTranslator {
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// Whether the output merger should be emulated in pixel shaders.
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bool edram_rov_used_;
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VertexShaderType vertex_shader_type_ = VertexShaderType::kVertex;
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// Is currently writing the empty depth-only pixel shader, for
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// CompleteTranslation.
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bool is_depth_only_pixel_shader_;
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