vkd3d: Move vkd3d_pipeline_key to private header.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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@ -1332,14 +1332,6 @@ void vkd3d_render_pass_cache_cleanup(struct vkd3d_render_pass_cache *cache,
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cache->render_passes = NULL;
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}
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struct vkd3d_pipeline_key
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{
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D3D12_PRIMITIVE_TOPOLOGY topology;
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uint32_t viewport_count;
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uint32_t strides[D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
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VkFormat dsv_format;
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};
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struct vkd3d_compiled_pipeline
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{
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struct list entry;
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@ -1019,6 +1019,14 @@ struct d3d12_pipeline_state_desc
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D3D12_PIPELINE_STATE_FLAGS flags;
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};
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struct vkd3d_pipeline_key
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{
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D3D12_PRIMITIVE_TOPOLOGY topology;
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uint32_t viewport_count;
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uint32_t strides[D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
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VkFormat dsv_format;
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};
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HRESULT d3d12_pipeline_state_create(struct d3d12_device *device, VkPipelineBindPoint bind_point,
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const struct d3d12_pipeline_state_desc *desc, struct d3d12_pipeline_state **state) DECLSPEC_HIDDEN;
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VkPipeline d3d12_pipeline_state_get_or_create_pipeline(struct d3d12_pipeline_state *state,
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