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[d3d11] Add bound compute shader UAV mask
Will be used for efficient hazard tracking.
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@ -185,6 +185,8 @@ namespace dxvk {
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m_state.cs.unorderedAccessViews[i] = nullptr;
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}
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m_state.cs.uavMask.clear();
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// Default ID state
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m_state.id.argBuffer = nullptr;
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@ -2478,6 +2480,7 @@ namespace dxvk {
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if (m_state.cs.unorderedAccessViews[StartSlot + i] != uav || ctr != ~0u) {
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m_state.cs.unorderedAccessViews[StartSlot + i] = uav;
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m_state.cs.uavMask.set(StartSlot + i, uav != nullptr);
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BindUnorderedAccessView(
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uavSlotId + i, uav,
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@ -85,6 +85,8 @@ namespace dxvk {
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D3D11SamplerBindings samplers;
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D3D11ShaderResourceBindings shaderResources;
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D3D11UnorderedAccessBindings unorderedAccessViews;
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DxvkBindingSet<D3D11_1_UAV_SLOT_COUNT> uavMask = { };
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};
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