[D3D12] Build and code format fixes
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@@ -165,23 +165,23 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
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// Common declarations.
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source.Append(
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"cbuffer xe_system_constants : register(b0) {\n"
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" float2 xe_viewport_inv_scale;\n"
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" uint xe_vertex_index_endian;\n"
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" uint xe_textures_are_3d;\n"
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"};\n"
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"\n"
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"struct XeFloatConstantPage {\n"
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" float4 c[16];\n"
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"};\n"
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"ConstantBuffer<XeFloatConstantPage> "
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"xe_float_constants[16] : register(b1);\n"
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"\n"
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"cbuffer xe_loop_bool_constants : register(b17) {\n"
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" uint xe_bool_constants[8];\n"
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" uint xe_loop_constants[32];\n"
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"};\n"
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"\n");
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"cbuffer xe_system_constants : register(b0) {\n"
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" float2 xe_viewport_inv_scale;\n"
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" uint xe_vertex_index_endian;\n"
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" uint xe_textures_are_3d;\n"
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"};\n"
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"\n"
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"struct XeFloatConstantPage {\n"
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" float4 c[16];\n"
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"};\n"
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"ConstantBuffer<XeFloatConstantPage> "
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"xe_float_constants[16] : register(b1);\n"
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"\n"
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"cbuffer xe_loop_bool_constants : register(b17) {\n"
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" uint xe_bool_constants[8];\n"
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" uint xe_loop_constants[32];\n"
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"};\n"
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"\n");
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if (is_vertex_shader()) {
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// Vertex fetching, output and prologue.
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@@ -307,8 +307,8 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
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// Epilogue.
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if (!cf_wrote_pc_) {
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source.Append(
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" xe_pc = 0xFFFFu;\n"
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" break;\n");
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" xe_pc = 0xFFFFu;\n"
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" break;\n");
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}
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source.Append(
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" default:\n"
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