[D3D12] Change most subsystem pointers to references
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@@ -40,8 +40,8 @@ class PipelineCache {
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public:
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static constexpr size_t kLayoutUIDEmpty = 0;
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PipelineCache(D3D12CommandProcessor* command_processor,
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RegisterFile* register_file, bool bindless_resources_used,
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PipelineCache(D3D12CommandProcessor& command_processor,
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const RegisterFile& register_file, bool bindless_resources_used,
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bool edram_rov_used, uint32_t resolution_scale);
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~PipelineCache();
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@@ -222,7 +222,7 @@ class PipelineCache {
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};
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// Can be called from multiple threads.
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bool TranslateShader(DxbcShaderTranslator& translator, D3D12Shader* shader,
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bool TranslateShader(DxbcShaderTranslator& translator, D3D12Shader& shader,
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reg::SQ_PROGRAM_CNTL cntl,
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IDxbcConverter* dxbc_converter = nullptr,
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IDxcUtils* dxc_utils = nullptr,
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@@ -240,8 +240,8 @@ class PipelineCache {
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ID3D12PipelineState* CreateD3D12PipelineState(
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const PipelineRuntimeDescription& runtime_description);
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D3D12CommandProcessor* command_processor_;
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RegisterFile* register_file_;
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D3D12CommandProcessor& command_processor_;
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const RegisterFile& register_file_;
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bool bindless_resources_used_;
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bool edram_rov_used_;
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uint32_t resolution_scale_;
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