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Pre-compile shaders for math and sampling opcodes during shader debug
* D3D12 math shader was already precompiled, but on D3D11 we now allocate everything up front and on D3D12 we also up-front compile sampling. * The only exception is const offsets which can't be variable, so we cache these (likely we'll only see a few variants per shader/capture) and create them on demand.
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@@ -114,6 +114,7 @@ RESOURCE_pixelhistory_hlsl TYPE_EMBED "hlsl/pixelhistory.hlsl"
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RESOURCE_quadoverdraw_hlsl TYPE_EMBED "hlsl/quadoverdraw.hlsl"
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RESOURCE_texremap_hlsl TYPE_EMBED "hlsl/texremap.hlsl"
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RESOURCE_fixedcol_hlsl TYPE_EMBED "hlsl/fixedcol.hlsl"
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RESOURCE_shaderdebug_hlsl TYPE_EMBED "hlsl/shaderdebug.hlsl"
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#ifdef RENDERDOC_BAKED_DXC_SHADERS
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