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D3D / VideoCommon: generate HLSL from SPIRV
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@ -323,7 +323,7 @@ bool DXContext::CreateRootSignatures()
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bool DXContext::CreateGXRootSignature()
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{
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// GX:
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// - 3 constant buffers (bindings 0-2), 0/1 visible in PS, 1 visible in VS, 2 visible in GS.
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// - 3 constant buffers (bindings 0-2), 0/1 visible in PS, 2 visible in VS, 1 visible in GS.
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// - 8 textures (visible in PS).
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// - 8 samplers (visible in PS).
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// - 1 UAV (visible in PS).
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@ -341,6 +341,8 @@ bool DXContext::CreateGXRootSignature()
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param_count++;
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SetRootParamCBV(¶ms[param_count], 0, D3D12_SHADER_VISIBILITY_VERTEX);
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param_count++;
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SetRootParamCBV(¶ms[param_count], 1, D3D12_SHADER_VISIBILITY_VERTEX);
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param_count++;
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SetRootParamCBV(¶ms[param_count], 0, D3D12_SHADER_VISIBILITY_GEOMETRY);
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param_count++;
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