[D3D12] System constant setting and some cleanup
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@@ -24,6 +24,23 @@ class HlslShaderTranslator : public ShaderTranslator {
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HlslShaderTranslator();
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~HlslShaderTranslator() override;
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struct SystemConstants {
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// vec4 0
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float mul_rcp_w[3];
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uint32_t vertex_index_endian;
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// vec4 1
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float ndc_scale[3];
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uint32_t textures_are_3d;
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// vec4 2
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float ndc_offset[3];
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float pixel_half_pixel_offset;
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// vec4 3
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float vertex_half_pixel_offset[2];
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uint32_t pixel_pos_reg;
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// vec4 4
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float ssaa_inv_scale[2];
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};
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enum class SRVType : uint32_t {
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// 1D, 2D or stacked texture bound as a 2D array texture.
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Texture2DArray,
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