[GPU] Make TextureCache constructors explicit
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@@ -268,9 +268,9 @@ class D3D12TextureCache final : public TextureCache {
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class D3D12Texture final : public Texture {
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public:
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D3D12Texture(D3D12TextureCache& texture_cache, const TextureKey& key,
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ID3D12Resource* resource,
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D3D12_RESOURCE_STATES resource_state);
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explicit D3D12Texture(D3D12TextureCache& texture_cache,
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const TextureKey& key, ID3D12Resource* resource,
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D3D12_RESOURCE_STATES resource_state);
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~D3D12Texture();
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ID3D12Resource* resource() const { return resource_.Get(); }
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@@ -346,8 +346,8 @@ class D3D12TextureCache final : public TextureCache {
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class ScaledResolveVirtualBuffer {
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public:
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ScaledResolveVirtualBuffer(ID3D12Resource* resource,
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D3D12_RESOURCE_STATES resource_state)
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explicit ScaledResolveVirtualBuffer(ID3D12Resource* resource,
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D3D12_RESOURCE_STATES resource_state)
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: resource_(resource), resource_state_(resource_state) {}
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ID3D12Resource* resource() const { return resource_.Get(); }
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D3D12_RESOURCE_STATES SetResourceState(D3D12_RESOURCE_STATES new_state) {
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@@ -373,12 +373,12 @@ class D3D12TextureCache final : public TextureCache {
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bool uav_barrier_pending_ = false;
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};
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D3D12TextureCache(const RegisterFile& register_file,
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D3D12SharedMemory& shared_memory,
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uint32_t draw_resolution_scale_x,
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uint32_t draw_resolution_scale_y,
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D3D12CommandProcessor& command_processor,
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bool bindless_resources_used);
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explicit D3D12TextureCache(const RegisterFile& register_file,
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D3D12SharedMemory& shared_memory,
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uint32_t draw_resolution_scale_x,
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uint32_t draw_resolution_scale_y,
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D3D12CommandProcessor& command_processor,
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bool bindless_resources_used);
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bool Initialize();
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