[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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@@ -790,15 +790,15 @@ void GetResolveEdramTileSpan(ResolveEdramInfo edram_info,
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const ResolveCopyShaderInfo
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resolve_copy_shader_info[size_t(ResolveCopyShaderIndex::kCount)] = {
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{"Resolve Copy Fast 32bpp 1x/2xMSAA", false, 4, 4, 6, 3},
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{"Resolve Copy Fast 32bpp 4xMSAA", false, 4, 4, 6, 3},
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{"Resolve Copy Fast 64bpp 1x/2xMSAA", false, 4, 4, 5, 3},
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{"Resolve Copy Fast 64bpp 4xMSAA", false, 3, 4, 5, 3},
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{"Resolve Copy Full 8bpp", true, 2, 3, 6, 3},
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{"Resolve Copy Full 16bpp", true, 2, 3, 5, 3},
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{"Resolve Copy Full 32bpp", true, 2, 4, 5, 3},
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{"Resolve Copy Full 64bpp", true, 2, 4, 5, 3},
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{"Resolve Copy Full 128bpp", true, 2, 4, 4, 3},
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{"Resolve Copy Fast 32bpp 1x/2xMSAA", 6, 3},
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{"Resolve Copy Fast 32bpp 4xMSAA", 6, 3},
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{"Resolve Copy Fast 64bpp 1x/2xMSAA", 5, 3},
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{"Resolve Copy Fast 64bpp 4xMSAA", 5, 3},
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{"Resolve Copy Full 8bpp", 6, 3},
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{"Resolve Copy Full 16bpp", 5, 3},
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{"Resolve Copy Full 32bpp", 5, 3},
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{"Resolve Copy Full 64bpp", 5, 3},
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{"Resolve Copy Full 128bpp", 4, 3},
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};
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bool GetResolveInfo(const RegisterFile& regs, const Memory& memory,
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