[D3D12] Don't use switch in shaders on Intel, log GPU name
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@@ -41,7 +41,10 @@ PipelineCache::PipelineCache(D3D12CommandProcessor* command_processor,
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: command_processor_(command_processor),
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register_file_(register_file),
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edram_rov_used_(edram_rov_used) {
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shader_translator_ = std::make_unique<DxbcShaderTranslator>(edram_rov_used_);
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auto provider = command_processor_->GetD3D12Context()->GetD3D12Provider();
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shader_translator_ = std::make_unique<DxbcShaderTranslator>(
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provider->GetAdapterVendorID(), edram_rov_used_);
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if (edram_rov_used_) {
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depth_only_pixel_shader_ =
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