Refactor UAV slots binding when rendering from PS into UAV
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@@ -23,14 +23,13 @@ private:
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#if GPU_ALLOW_PROFILE_EVENTS
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ID3DUserDefinedAnnotation* _userDefinedAnnotations;
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#endif
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int32 _maxUASlotsForCS;
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int32 _maxUASlots;
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// Output Merger
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bool _omDirtyFlag;
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int32 _rtCount;
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ID3D11DepthStencilView* _rtDepth;
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ID3D11RenderTargetView* _rtHandles[GPU_MAX_RT_BINDED];
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ID3D11UnorderedAccessView* _uaOutput;
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// Shader Resources
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bool _srDirtyFlag;
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@@ -113,7 +112,6 @@ public:
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void SetRenderTarget(GPUTextureView* rt) override;
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void SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureView* rt) override;
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void SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPUTextureView*>& rts) override;
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void SetRenderTarget(GPUTextureView* rt, GPUBuffer* uaOutput) override;
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void ResetSR() override;
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void ResetUA() override;
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void ResetCB() override;
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