[D3D12] Fix state of textures bound to both VS and PS
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@@ -109,8 +109,7 @@ class TextureCache {
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// shaders and puts them in the SRV state. This may bind compute pipelines
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// (notifying the command processor about that), so this must be called before
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// binding the actual drawing pipeline.
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void RequestTextures(uint32_t used_vertex_texture_mask,
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uint32_t used_pixel_texture_mask);
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void RequestTextures(uint32_t used_texture_mask);
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// Returns the hash of the current bindings (must be called after
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// RequestTextures) for the provided SRV descriptor layout.
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@@ -160,6 +159,7 @@ class TextureCache {
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uint32_t first_unscaled_4kb_page,
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uint32_t unscaled_4kb_page_count);
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// Returns a descriptor of the front buffer in PIXEL_SHADER_RESOURCE state.
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bool RequestSwapTexture(D3D12_CPU_DESCRIPTOR_HANDLE handle,
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TextureFormat& format_out);
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