[GPU/WGF] Use ByteAddressBuffer in precompiled shaders
Drivers and hardware may provide more optimal paths for untyped buffers compared to typed. Also, ByteAddressBuffer may be bound via a root descriptor in Direct3D 12, greatly simplifying the binding logic. ByteAddressBuffer also doesn't have the 128 * 2^20 element count limit that typed and structured buffers have, and doesn't require the structure stride to be specified at resource creation time in Direct3D 11.
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@@ -180,6 +180,7 @@ class D3D12RenderTargetCache final : public RenderTargetCache {
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// copied to a different buffer - the same range may have ROV-owned color and
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// host float32 depth at the same time).
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ID3D12Resource* edram_buffer_ = nullptr;
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D3D12_GPU_VIRTUAL_ADDRESS edram_buffer_gpu_address_ = 0;
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D3D12_RESOURCE_STATES edram_buffer_state_;
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EdramBufferModificationStatus edram_buffer_modification_status_ =
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EdramBufferModificationStatus::kUnmodified;
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