[GPU] Dynamic r# count via shader modifications + refactoring
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@@ -89,7 +89,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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// there are 4 render targets bound with the same EDRAM base (clearly not
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// correct usage), but the shader only clears 1, and then EDRAM buffer stores
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// conflict with each other.
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uint32_t GetCurrentColorMask(const Shader* pixel_shader) const;
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uint32_t GetCurrentColorMask(uint32_t shader_writes_color_targets) const;
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void PushTransitionBarrier(
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ID3D12Resource* resource, D3D12_RESOURCE_STATES old_state,
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