[D3D12] Translate shaders before updating render targets so color mask is valid
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@@ -43,6 +43,10 @@ class PipelineCache {
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D3D12Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
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const uint32_t* host_address, uint32_t dword_count);
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// Translates shaders if needed, also making shader info up to date.
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bool EnsureShadersTranslated(D3D12Shader* vertex_shader,
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D3D12Shader* pixel_shader);
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UpdateStatus ConfigurePipeline(
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
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PrimitiveType primitive_type, IndexFormat index_format,
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@@ -111,7 +115,6 @@ class PipelineCache {
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struct UpdateShaderStagesRegisters {
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D3D12Shader* vertex_shader;
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D3D12Shader* pixel_shader;
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uint32_t sq_program_cntl;
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bool primitive_topology_is_line;
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// Primitive type if it needs a geometry shader, or kNone.
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PrimitiveType geometry_shader_primitive_type;
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