[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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@@ -76,12 +76,6 @@ class D3D12SharedMemory : public SharedMemory {
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void WriteRawSRVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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void WriteRawUAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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// Due to the D3D12_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP limitation, the
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// smallest supported formats are 32-bit.
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void WriteUintPow2SRVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle,
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uint32_t element_size_bytes_pow2);
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void WriteUintPow2UAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle,
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uint32_t element_size_bytes_pow2);
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// Returns true if any downloads were submitted to the command processor.
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bool InitializeTraceSubmitDownloads();
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