[D3D12] DXBC: Don't declare shared memory SRV in the depth-only pixel shader
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@@ -4107,6 +4107,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
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shader_object_.push_back(0);
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shader_object_.push_back(0);
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}
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}
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if (!is_depth_only_pixel_shader_) {
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// Samplers.
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// Samplers.
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for (uint32_t i = 0; i < uint32_t(sampler_bindings_.size()); ++i) {
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for (uint32_t i = 0; i < uint32_t(sampler_bindings_.size()); ++i) {
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const SamplerBinding& sampler_binding = sampler_bindings_[i];
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const SamplerBinding& sampler_binding = sampler_bindings_[i];
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@@ -4165,6 +4166,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
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ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(D3D10_SB_RETURN_TYPE_FLOAT, 3));
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ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(D3D10_SB_RETURN_TYPE_FLOAT, 3));
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shader_object_.push_back(0);
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shader_object_.push_back(0);
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}
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}
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}
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// Unordered access views.
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// Unordered access views.
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if (!is_depth_only_pixel_shader_) {
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if (!is_depth_only_pixel_shader_) {
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