[D3D12] SRV and sampler bindings
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@@ -15,8 +15,8 @@
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#include "third_party/xxhash/xxhash.h"
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#include "xenia/gpu/d3d12/d3d12_shader.h"
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#include "xenia/gpu/hlsl_shader_translator.h"
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#include "xenia/gpu/register_file.h"
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#include "xenia/gpu/shader_translator.h"
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#include "xenia/gpu/xenos.h"
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namespace xe {
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@@ -81,7 +81,7 @@ class PipelineCache {
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RegisterFile* register_file_;
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// Reusable shader translator.
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std::unique_ptr<ShaderTranslator> shader_translator_ = nullptr;
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std::unique_ptr<HlslShaderTranslator> shader_translator_ = nullptr;
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// All loaded shaders mapped by their guest hash key.
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std::unordered_map<uint64_t, D3D12Shader*> shader_map_;
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