[D3D12] System constant setting and some cleanup
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@@ -834,7 +834,7 @@ void HlslShaderTranslator::ProcessVertexFetchInstruction(
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}
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EmitSourceDepth("xe_vertex_element%s = XeByteSwap(xe_shared_memory.Load%s(\n",
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load_swizzle, load_function_suffix);
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EmitSourceDepth(" (xe_vertex_fetch[%uu].x & 0x1FFFFFFCu)",
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EmitSourceDepth(" ((xe_vertex_fetch[%uu].x << 2u) & 0x1FFFFFFCu)",
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instr.operands[1].storage_index);
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if (instr.attributes.stride != 0) {
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EmitSource(" + uint(xe_src0.x) * %uu", instr.attributes.stride * 4);
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