[D3D12] Don't create SRVs if textures not changed
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@@ -193,7 +193,9 @@ class D3D12CommandProcessor : public CommandProcessor {
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bool UpdateBindings(ID3D12GraphicsCommandList* command_list,
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const D3D12Shader* vertex_shader,
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const D3D12Shader* pixel_shader,
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ID3D12RootSignature* root_signature);
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ID3D12RootSignature* root_signature,
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uint64_t new_texture_bindings_hash_vertex,
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uint64_t new_texture_bindings_hash_pixel);
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bool cache_clear_requested_ = false;
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@@ -301,6 +303,10 @@ class D3D12CommandProcessor : public CommandProcessor {
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uint64_t draw_view_full_update_;
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uint64_t draw_sampler_full_update_;
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// Hashes of the current texture descriptor layout.
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uint64_t texture_bindings_hash_vertex_;
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uint64_t texture_bindings_hash_pixel_;
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// Latest descriptor handles used for handling Xenos draw calls.
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_system_constants_;
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_vertex_float_constants_;
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