Copying over the shader translator - generating d3d shaders now.
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@@ -140,6 +140,36 @@ enum class VertexFormat : uint32_t {
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k_32_32_32_32_FLOAT = 38,
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k_32_32_32_FLOAT = 57,
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};
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inline int GetVertexFormatComponentCount(VertexFormat format) {
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switch (format) {
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case VertexFormat::k_32:
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case VertexFormat::k_32_FLOAT:
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return 1;
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break;
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case VertexFormat::k_16_16:
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case VertexFormat::k_16_16_FLOAT:
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case VertexFormat::k_32_32:
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case VertexFormat::k_32_32_FLOAT:
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return 2;
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break;
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case VertexFormat::k_10_11_11:
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case VertexFormat::k_11_11_10:
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case VertexFormat::k_32_32_32_FLOAT:
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return 3;
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break;
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case VertexFormat::k_8_8_8_8:
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case VertexFormat::k_2_10_10_10:
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case VertexFormat::k_16_16_16_16:
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case VertexFormat::k_16_16_16_16_FLOAT:
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case VertexFormat::k_32_32_32_32:
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case VertexFormat::k_32_32_32_32_FLOAT:
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return 4;
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break;
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default:
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assert_unhandled_case(format);
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return 0;
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}
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}
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#define XE_GPU_MAKE_SWIZZLE(x, y, z, w) \
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(((XE_GPU_SWIZZLE_##x) << 0) | ((XE_GPU_SWIZZLE_##y) << 3) | \
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