[GPU] Remove most hardcoded register/instruction layouts from common and D3D12 code
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@@ -152,21 +152,21 @@ class PipelineCache {
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uint32_t depth_clip : 1; // 15
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uint32_t rov_msaa : 1; // 16
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DepthRenderTargetFormat depth_format : 1; // 17
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uint32_t depth_func : 3; // 20
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CompareFunction depth_func : 3; // 20
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uint32_t depth_write : 1; // 21
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uint32_t stencil_enable : 1; // 22
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uint32_t stencil_read_mask : 8; // 30
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uint32_t force_early_z : 1; // 31
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uint32_t stencil_write_mask : 8; // 8
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uint32_t stencil_front_fail_op : 3; // 11
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uint32_t stencil_front_depth_fail_op : 3; // 14
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uint32_t stencil_front_pass_op : 3; // 17
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uint32_t stencil_front_func : 3; // 20
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uint32_t stencil_back_fail_op : 3; // 23
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uint32_t stencil_back_depth_fail_op : 3; // 26
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uint32_t stencil_back_pass_op : 3; // 29
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uint32_t stencil_back_func : 3; // 32
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uint32_t stencil_write_mask : 8; // 8
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StencilOp stencil_front_fail_op : 3; // 11
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StencilOp stencil_front_depth_fail_op : 3; // 14
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StencilOp stencil_front_pass_op : 3; // 17
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CompareFunction stencil_front_func : 3; // 20
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StencilOp stencil_back_fail_op : 3; // 23
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StencilOp stencil_back_depth_fail_op : 3; // 26
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StencilOp stencil_back_pass_op : 3; // 29
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CompareFunction stencil_back_func : 3; // 32
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PipelineRenderTarget render_targets[4];
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};
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