[GPU] Refactor: Register structs in D3D12CommandProcessor and some other places
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@@ -108,10 +108,12 @@ bool ShaderTranslator::GatherAllBindingInformation(Shader* shader) {
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}
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bool ShaderTranslator::Translate(Shader* shader, PrimitiveType patch_type,
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xenos::xe_gpu_program_cntl_t cntl) {
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reg::SQ_PROGRAM_CNTL cntl) {
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Reset();
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register_count_ = shader->type() == ShaderType::kVertex ? cntl.vs_regs + 1
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: cntl.ps_regs + 1;
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uint32_t cntl_num_reg = shader->type() == ShaderType::kVertex
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? cntl.vs_num_reg.value()
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: cntl.ps_num_reg.value();
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register_count_ = (cntl_num_reg & 0x80) ? 0 : (cntl_num_reg + 1);
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return TranslateInternal(shader, patch_type);
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}
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