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libs/vkd3d: Get rid of UAV counter count from d3d12_pipeline_state.
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@@ -1220,7 +1220,6 @@ static HRESULT d3d12_pipeline_state_init_compute_uav_counters(struct d3d12_pipel
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return E_OUTOFMEMORY;
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if (!(state->uav_counters = vkd3d_calloc(uav_counter_count, sizeof(*state->uav_counters))))
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return E_OUTOFMEMORY;
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state->uav_counter_count = uav_counter_count;
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state->uav_counter_mask = shader_info->uav_counter_mask;
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memset(&context, 0, sizeof(context));
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@@ -1296,7 +1295,6 @@ static HRESULT d3d12_pipeline_state_init_compute(struct d3d12_pipeline_state *st
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state->vk_pipeline_layout = VK_NULL_HANDLE;
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state->vk_set_layout = VK_NULL_HANDLE;
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state->uav_counters = NULL;
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state->uav_counter_count = 0;
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state->uav_counter_mask = 0;
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if (!(root_signature = unsafe_impl_from_ID3D12RootSignature(desc->pRootSignature)))
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@@ -1326,7 +1324,7 @@ static HRESULT d3d12_pipeline_state_init_compute(struct d3d12_pipeline_state *st
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shader_interface.push_constant_buffer_count = root_signature->root_constant_count;
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shader_interface.default_sampler = root_signature->default_sampler;
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shader_interface.uav_counters = state->uav_counters;
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shader_interface.uav_counter_count = state->uav_counter_count;
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shader_interface.uav_counter_count = vkd3d_popcount(state->uav_counter_mask);
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pipeline_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
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pipeline_info.pNext = NULL;
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@@ -1681,7 +1679,6 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
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state->vk_pipeline_layout = VK_NULL_HANDLE;
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state->vk_set_layout = VK_NULL_HANDLE;
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state->uav_counters = NULL;
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state->uav_counter_count = 0;
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state->uav_counter_mask = 0;
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if (!(root_signature = unsafe_impl_from_ID3D12RootSignature(desc->pRootSignature)))
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