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d3d12: Include SO buffer count as a PSO dirty bit
ctx->gfx_pipeline_state::num_so_targets is used when compiling PSOs, so make sure that changes to that value result in PSO recompiles. Reviewed-by: Sil Vilerino <sivileri@microsoft.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14787>
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@ -78,7 +78,7 @@ enum d3d12_shader_dirty_flags
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D3D12_DIRTY_FRAMEBUFFER | D3D12_DIRTY_SAMPLE_MASK | \
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D3D12_DIRTY_VERTEX_ELEMENTS | D3D12_DIRTY_PRIM_MODE | \
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D3D12_DIRTY_SHADER | D3D12_DIRTY_ROOT_SIGNATURE | \
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D3D12_DIRTY_STRIP_CUT_VALUE)
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D3D12_DIRTY_STRIP_CUT_VALUE | D3D12_DIRTY_STREAM_OUTPUT)
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#define D3D12_DIRTY_COMPUTE_PSO (D3D12_DIRTY_COMPUTE_SHADER | D3D12_DIRTY_COMPUTE_ROOT_SIGNATURE)
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#define D3D12_DIRTY_COMPUTE_MASK (D3D12_DIRTY_COMPUTE_SHADER | D3D12_DIRTY_COMPUTE_ROOT_SIGNATURE)
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