[D3D12] Refactoring: DXBC -> Dxbc
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@@ -60,7 +60,7 @@ void D3D12Shader::SetTexturesAndSamplers(
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}
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}
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bool D3D12Shader::DisassembleDXBC(const ui::d3d12::D3D12Provider* provider) {
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bool D3D12Shader::DisassembleDxbc(const ui::d3d12::D3D12Provider* provider) {
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if (!host_disassembly_.empty()) {
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return true;
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}
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@@ -40,7 +40,7 @@ class D3D12Shader : public Shader {
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const DxbcShaderTranslator::SamplerBinding* sampler_bindings,
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uint32_t sampler_binding_count);
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bool DisassembleDXBC(const ui::d3d12::D3D12Provider* provider);
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bool DisassembleDxbc(const ui::d3d12::D3D12Provider* provider);
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static constexpr uint32_t kMaxTextureSRVIndexBits =
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DxbcShaderTranslator::kMaxTextureSRVIndexBits;
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@@ -254,7 +254,7 @@ bool PipelineCache::TranslateShader(D3D12Shader* shader,
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// Disassemble the shader for dumping.
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if (FLAGS_d3d12_dxbc_disasm) {
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auto provider = command_processor_->GetD3D12Context()->GetD3D12Provider();
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if (!shader->DisassembleDXBC(provider)) {
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if (!shader->DisassembleDxbc(provider)) {
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XELOGE("Failed to disassemble DXBC shader %.16" PRIX64,
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shader->ucode_data_hash());
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}
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