[GPU] PS and rasterization disabling cleanup
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@@ -892,11 +892,11 @@ class Shader {
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// TODO(Triang3l): Investigate what happens to memexport when the pixel
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// fails the depth/stencil test, but in Direct3D 11 UAV writes disable early
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// depth/stencil.
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return !writes_depth() && !kills_pixels() &&
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return !kills_pixels() && !writes_depth() &&
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memexport_stream_constants().empty();
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}
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// Whether each color render target is written to on any exection path.
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// Whether each color render target is written to on any execution path.
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uint32_t writes_color_targets() const { return writes_color_targets_; }
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bool writes_color_target(uint32_t i) const {
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return (writes_color_targets() & (uint32_t(1) << i)) != 0;
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@@ -954,8 +954,9 @@ class Shader {
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// compiled when a new material appears in the game, and having the order of
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// draws also matter in such unpredictable way would break this rule; limit
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// the effect to shaders with dynamic register addressing only, which are
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// extremely rare), also some info needed for drawing is collected during the
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// ucode analysis.
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// extremely rare; however care should be taken regarding depth format-related
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// translation modifications in this case), also some info needed for drawing
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// is collected during the ucode analysis.
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bool is_ucode_analyzed_ = false;
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std::string ucode_disassembly_;
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