[GPU] Refactor: Register structs in D3D12CommandProcessor and some other places
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@@ -79,7 +79,7 @@ class PipelineCache {
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// state.
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VkPipeline GetPipeline(const RenderState* render_state, uint64_t hash_key);
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bool TranslateShader(VulkanShader* shader, xenos::xe_gpu_program_cntl_t cntl);
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bool TranslateShader(VulkanShader* shader, reg::SQ_PROGRAM_CNTL cntl);
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void DumpShaderDisasmAMD(VkPipeline pipeline);
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void DumpShaderDisasmNV(const VkGraphicsPipelineCreateInfo& info);
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@@ -170,7 +170,7 @@ class PipelineCache {
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struct UpdateShaderStagesRegisters {
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PrimitiveType primitive_type;
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uint32_t pa_su_sc_mode_cntl;
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uint32_t sq_program_cntl;
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reg::SQ_PROGRAM_CNTL sq_program_cntl;
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VulkanShader* vertex_shader;
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VulkanShader* pixel_shader;
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@@ -256,7 +256,6 @@ class PipelineCache {
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VkPipelineDepthStencilStateCreateInfo update_depth_stencil_state_info_;
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struct UpdateColorBlendStateRegisters {
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uint32_t rb_colorcontrol;
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uint32_t rb_color_mask;
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uint32_t rb_blendcontrol[4];
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uint32_t rb_modecontrol;
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@@ -290,7 +289,7 @@ class PipelineCache {
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float rb_blend_rgba[4];
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uint32_t rb_stencilrefmask;
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uint32_t sq_program_cntl;
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reg::SQ_PROGRAM_CNTL sq_program_cntl;
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uint32_t sq_context_misc;
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uint32_t rb_colorcontrol;
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uint32_t rb_color_info;
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