[D3D12] Cleanup primitive types and front/back facing
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@@ -587,6 +587,10 @@ class Shader {
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// Whether the shader is identified as a vertex or pixel shader.
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ShaderType type() const { return shader_type_; }
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// Tessellation patch primitive type for a vertex shader translated into a
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// domain shader, or PrimitiveType::kNone for a normal vertex shader.
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PrimitiveType patch_primitive_type() const { return patch_primitive_type_; }
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// Microcode dwords in host endianness.
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const std::vector<uint32_t>& ucode_data() const { return ucode_data_; }
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uint64_t ucode_data_hash() const { return ucode_data_hash_; }
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@@ -667,6 +671,7 @@ class Shader {
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friend class ShaderTranslator;
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ShaderType shader_type_;
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PrimitiveType patch_primitive_type_ = PrimitiveType::kNone;
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std::vector<uint32_t> ucode_data_;
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uint64_t ucode_data_hash_;
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