Add D3D11 shaders naming for profiling
This commit is contained in:
@@ -14,11 +14,9 @@ template<typename BaseType, typename BufferType>
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class GPUShaderProgramDX11 : public BaseType
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{
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protected:
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BufferType* _buffer;
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUShaderProgramDX11"/> class.
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/// </summary>
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@@ -28,6 +26,9 @@ public:
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: _buffer(buffer)
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{
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BaseType::Init(initializer);
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#if GPU_ENABLE_RESOURCE_NAMING
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SetDebugObjectName(buffer, initializer.Name.Get(), initializer.Name.Length());
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#endif
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}
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/// <summary>
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@@ -39,24 +40,20 @@ public:
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}
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public:
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/// <summary>
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/// Gets DirectX 11 buffer handle.
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/// </summary>
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/// <returns>The DirectX 11 buffer.</returns>
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FORCE_INLINE BufferType* GetBufferHandleDX11() const
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{
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return _buffer;
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}
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public:
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// [BaseType]
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uint32 GetBufferSize() const override
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{
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return 0;
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}
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void* GetBufferHandle() const override
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{
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return _buffer;
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@@ -69,12 +66,10 @@ public:
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class GPUShaderProgramVSDX11 : public GPUShaderProgramDX11<GPUShaderProgramVS, ID3D11VertexShader>
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{
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private:
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byte _inputLayoutSize;
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ID3D11InputLayout* _inputLayout;
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUShaderProgramVSDX11"/> class.
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/// </summary>
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@@ -98,24 +93,20 @@ public:
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}
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public:
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/// <summary>
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/// Gets the DirectX 11 input layout handle
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/// </summary>
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/// <returns>DirectX 11 input layout</returns>
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FORCE_INLINE ID3D11InputLayout* GetInputLayoutDX11() const
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{
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return _inputLayout;
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}
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public:
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// [GPUShaderProgramDX11]
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void* GetInputLayout() const override
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{
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return (void*)_inputLayout;
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}
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byte GetInputLayoutSize() const override
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{
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return _inputLayoutSize;
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@@ -129,7 +120,6 @@ public:
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class GPUShaderProgramHSDX11 : public GPUShaderProgramDX11<GPUShaderProgramHS, ID3D11HullShader>
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUShaderProgramHSDX11"/> class.
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/// </summary>
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@@ -149,7 +139,6 @@ public:
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class GPUShaderProgramDSDX11 : public GPUShaderProgramDX11<GPUShaderProgramDS, ID3D11DomainShader>
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUShaderProgramDSDX11"/> class.
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/// </summary>
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@@ -169,7 +158,6 @@ public:
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class GPUShaderProgramGSDX11 : public GPUShaderProgramDX11<GPUShaderProgramGS, ID3D11GeometryShader>
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUShaderProgramGSDX11"/> class.
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/// </summary>
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@@ -188,7 +176,6 @@ public:
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class GPUShaderProgramPSDX11 : public GPUShaderProgramDX11<GPUShaderProgramPS, ID3D11PixelShader>
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUShaderProgramPSDX11"/> class.
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/// </summary>
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@@ -206,7 +193,6 @@ public:
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class GPUShaderProgramCSDX11 : public GPUShaderProgramDX11<GPUShaderProgramCS, ID3D11ComputeShader>
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUShaderProgramCSDX11"/> class.
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/// </summary>
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@@ -16,12 +16,9 @@ template<typename BaseType>
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class GPUShaderProgramDX12 : public BaseType
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{
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protected:
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Array<byte> _data;
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public:
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GPUShaderProgramDX12(const GPUShaderProgramInitializer& initializer, DxShaderHeader* header, byte* cacheBytes, uint32 cacheSize)
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: Header(*header)
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{
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@@ -30,11 +27,9 @@ public:
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}
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public:
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DxShaderHeader Header;
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public:
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// [BaseType]
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void* GetBufferHandle() const override
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{
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@@ -52,12 +47,10 @@ public:
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class GPUShaderProgramVSDX12 : public GPUShaderProgramDX12<GPUShaderProgramVS>
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{
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private:
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byte _inputLayoutSize;
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D3D12_INPUT_ELEMENT_DESC _inputLayout[VERTEX_SHADER_MAX_INPUT_ELEMENTS];
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public:
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GPUShaderProgramVSDX12(const GPUShaderProgramInitializer& initializer, DxShaderHeader* header, byte* cacheBytes, uint32 cacheSize, D3D12_INPUT_ELEMENT_DESC* inputLayout, byte inputLayoutSize)
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: GPUShaderProgramDX12(initializer, header, cacheBytes, cacheSize)
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, _inputLayoutSize(inputLayoutSize)
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@@ -67,7 +60,6 @@ public:
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}
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public:
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// [GPUShaderProgramDX12]
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void* GetInputLayout() const override
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{
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@@ -86,7 +78,6 @@ public:
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class GPUShaderProgramHSDX12 : public GPUShaderProgramDX12<GPUShaderProgramHS>
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{
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public:
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GPUShaderProgramHSDX12(const GPUShaderProgramInitializer& initializer, DxShaderHeader* header, byte* cacheBytes, uint32 cacheSize, int32 controlPointsCount)
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: GPUShaderProgramDX12(initializer, header, cacheBytes, cacheSize)
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{
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@@ -100,7 +91,6 @@ public:
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class GPUShaderProgramDSDX12 : public GPUShaderProgramDX12<GPUShaderProgramDS>
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{
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public:
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GPUShaderProgramDSDX12(const GPUShaderProgramInitializer& initializer, DxShaderHeader* header, byte* cacheBytes, uint32 cacheSize)
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: GPUShaderProgramDX12(initializer, header, cacheBytes, cacheSize)
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{
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@@ -115,7 +105,6 @@ public:
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class GPUShaderProgramGSDX12 : public GPUShaderProgramDX12<GPUShaderProgramGS>
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{
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public:
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GPUShaderProgramGSDX12(const GPUShaderProgramInitializer& initializer, DxShaderHeader* header, byte* cacheBytes, uint32 cacheSize)
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: GPUShaderProgramDX12(initializer, header, cacheBytes, cacheSize)
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{
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@@ -129,7 +118,6 @@ public:
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class GPUShaderProgramPSDX12 : public GPUShaderProgramDX12<GPUShaderProgramPS>
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{
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public:
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GPUShaderProgramPSDX12(const GPUShaderProgramInitializer& initializer, DxShaderHeader* header, byte* cacheBytes, uint32 cacheSize)
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: GPUShaderProgramDX12(initializer, header, cacheBytes, cacheSize)
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{
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@@ -142,27 +130,24 @@ public:
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class GPUShaderProgramCSDX12 : public GPUShaderProgramDX12<GPUShaderProgramCS>
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{
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private:
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GPUDeviceDX12* _device;
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Array<byte> _data;
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ID3D12PipelineState* _state;
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public:
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GPUShaderProgramCSDX12(GPUDeviceDX12* device, const GPUShaderProgramInitializer& initializer, DxShaderHeader* header, byte* cacheBytes, uint32 cacheSize)
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: GPUShaderProgramDX12(initializer, header, cacheBytes, cacheSize)
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, _device(device)
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, _state(nullptr)
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{
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}
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~GPUShaderProgramCSDX12()
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{
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_device->AddResourceToLateRelease(_state);
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}
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public:
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/// <summary>
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/// Gets DirectX 12 compute pipeline state object
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/// </summary>
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