Fix new compiler DXC changes
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@@ -630,7 +630,9 @@ void GPUContextDX12::flushPS()
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LOG(Error, "Missing Vertex Layout (not assigned to GPUBuffer). Vertex Shader won't read valid data resulting incorrect visuals.");
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LOG(Error, "Missing Vertex Layout (not assigned to GPUBuffer). Vertex Shader won't read valid data resulting incorrect visuals.");
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}
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}
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#endif
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#endif
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_commandList->SetPipelineState(_currentState->GetState(_rtDepth, _rtCount, _rtHandles, _vertexLayout));
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ID3D12PipelineState* pso = _currentState->GetState(_rtDepth, _rtCount, _rtHandles, _vertexLayout);
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ASSERT(pso);
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_commandList->SetPipelineState(pso);
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if (_primitiveTopology != _currentState->PrimitiveTopology)
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if (_primitiveTopology != _currentState->PrimitiveTopology)
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{
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{
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_primitiveTopology = _currentState->PrimitiveTopology;
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_primitiveTopology = _currentState->PrimitiveTopology;
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@@ -222,7 +222,7 @@ bool ShaderCompilerDX::CompileShader(ShaderFunctionMeta& meta, WritePermutationD
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argsFull.Add(TEXT("-D"));
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argsFull.Add(TEXT("-D"));
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argsFull.Add(*d);
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argsFull.Add(*d);
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}
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}
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GetArgs(argsFull);
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GetArgs(meta, argsFull);
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// Compile
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// Compile
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ComPtr<IDxcResult> results;
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ComPtr<IDxcResult> results;
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@@ -32,7 +32,7 @@ public:
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~ShaderCompilerDX();
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~ShaderCompilerDX();
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protected:
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protected:
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virtual void GetArgs(Array<const Char*, InlinedAllocation<250>> args)
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virtual void GetArgs(ShaderFunctionMeta& meta, Array<const Char*, InlinedAllocation<250>>& args)
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{
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{
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}
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}
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