[D3D12] Cleanup: pipeline state -> pipeline, other things
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@@ -186,19 +186,17 @@ class D3D12CommandProcessor : public CommandProcessor {
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// render targets or copying to depth render targets.
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void SetSamplePositions(xenos::MsaaSamples sample_positions);
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// Returns a pipeline state object with deferred creation by its handle. May
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// return nullptr if failed to create the pipeline state object.
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inline ID3D12PipelineState* GetD3D12PipelineStateByHandle(
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void* handle) const {
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return pipeline_cache_->GetD3D12PipelineStateByHandle(handle);
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// Returns a pipeline with deferred creation by its handle. May return nullptr
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// if failed to create the pipeline.
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inline ID3D12PipelineState* GetD3D12PipelineByHandle(void* handle) const {
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return pipeline_cache_->GetD3D12PipelineByHandle(handle);
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}
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// Sets the current pipeline state to a compute one. This is for cache
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// invalidation primarily. A submission must be open.
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void SetComputePipelineState(ID3D12PipelineState* pipeline_state);
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// Sets the current pipeline to a compute one. This is for cache invalidation
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// primarily. A submission must be open.
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void SetComputePipeline(ID3D12PipelineState* pipeline);
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// For the pipeline state cache to call when binding layout UIDs may be
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// reused.
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// For the pipeline cache to call when binding layout UIDs may be reused.
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void NotifyShaderBindingsLayoutUIDsInvalidated();
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// Returns the text to display in the GPU backend name in the window title.
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@@ -323,8 +321,8 @@ class D3D12CommandProcessor : public CommandProcessor {
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bool EndSubmission(bool is_swap);
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// Checks if ending a submission right now would not cause potentially more
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// delay than it would reduce by making the GPU start working earlier - such
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// as when there are unfinished graphics pipeline state creation requests that
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// would need to be fulfilled before actually submitting the command list.
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// as when there are unfinished graphics pipeline creation requests that would
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// need to be fulfilled before actually submitting the command list.
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bool CanEndSubmissionImmediately() const;
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bool AwaitAllQueueOperationsCompletion() {
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CheckSubmissionFence(submission_current_);
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@@ -548,13 +546,12 @@ class D3D12CommandProcessor : public CommandProcessor {
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// Current SSAA sample positions (to be updated by the render target cache).
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xenos::MsaaSamples current_sample_positions_;
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// Currently bound pipeline state, either a graphics pipeline state object
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// from the pipeline state cache (with potentially deferred creation -
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// current_external_pipeline_state_ is nullptr in this case) or a non-Xenos
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// graphics or compute pipeline state object (current_cached_pipeline_state_
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// is nullptr in this case).
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void* current_cached_pipeline_state_;
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ID3D12PipelineState* current_external_pipeline_state_;
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// Currently bound pipeline, either a graphics pipeline from the pipeline
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// cache (with potentially deferred creation - current_external_pipeline_ is
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// nullptr in this case) or a non-Xenos graphics or compute pipeline
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// (current_cached_pipeline_ is nullptr in this case).
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void* current_cached_pipeline_;
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ID3D12PipelineState* current_external_pipeline_;
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// Currently bound graphics root signature.
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ID3D12RootSignature* current_graphics_root_signature_;
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