[GPU] Dynamic r# count via shader modifications + refactoring
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@@ -1334,8 +1334,8 @@ void TextureCache::RequestTextures(uint32_t used_texture_mask) {
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bool TextureCache::AreActiveTextureSRVKeysUpToDate(
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const TextureSRVKey* keys,
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const D3D12Shader::TextureBinding* host_shader_bindings,
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uint32_t host_shader_binding_count) const {
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for (uint32_t i = 0; i < host_shader_binding_count; ++i) {
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size_t host_shader_binding_count) const {
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for (size_t i = 0; i < host_shader_binding_count; ++i) {
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const TextureSRVKey& key = keys[i];
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const TextureBinding& binding =
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texture_bindings_[host_shader_bindings[i].fetch_constant];
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@@ -1350,8 +1350,8 @@ bool TextureCache::AreActiveTextureSRVKeysUpToDate(
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void TextureCache::WriteActiveTextureSRVKeys(
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TextureSRVKey* keys,
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const D3D12Shader::TextureBinding* host_shader_bindings,
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uint32_t host_shader_binding_count) const {
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for (uint32_t i = 0; i < host_shader_binding_count; ++i) {
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size_t host_shader_binding_count) const {
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for (size_t i = 0; i < host_shader_binding_count; ++i) {
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TextureSRVKey& key = keys[i];
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const TextureBinding& binding =
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texture_bindings_[host_shader_bindings[i].fetch_constant];
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