[GPU] Refactor: Register structs in D3D12CommandProcessor and some other places
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@@ -171,7 +171,7 @@ class PipelineCache {
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PipelineRenderTarget render_targets[4];
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};
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bool TranslateShader(D3D12Shader* shader, xenos::xe_gpu_program_cntl_t cntl,
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bool TranslateShader(D3D12Shader* shader, reg::SQ_PROGRAM_CNTL cntl,
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bool tessellated, PrimitiveType primitive_type);
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bool GetCurrentStateDescription(
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