Refactor UAV slots binding when rendering from PS into UAV
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@@ -158,11 +158,12 @@ public:
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void Clear(GPUTextureView* rt, const Color& color) override;
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void ClearDepth(GPUTextureView* depthBuffer, float depthValue) override;
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void ClearUA(GPUBuffer* buf, const Vector4& value) override;
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void ClearUA(GPUBuffer* buf, const uint32 value[4]) override;
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void ClearUA(GPUTexture* texture, const uint32 value[4]) override;
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void ResetRenderTarget() override;
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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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