[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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@@ -426,11 +426,6 @@ class TextureCache {
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};
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struct LoadShaderInfo {
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// Log2 of the sizes, in bytes, of the elements in the source (guest) and
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// the destination (host) buffer bindings accessed by the copying shader,
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// since the shader may copy multiple blocks per one invocation.
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uint32_t source_bpe_log2;
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uint32_t dest_bpe_log2;
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// Number of bytes in a host resolution-scaled block (corresponding to a
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// guest block if not decompressing, or a host texel if decompressing)
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// written by the shader.
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