[D3D12] Use multimap for pipelines
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@@ -187,8 +187,8 @@ class PipelineCache {
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ID3D12PipelineState* state;
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PipelineDescription description;
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};
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// All previously generated pipelines mapped by hash.
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std::unordered_map<uint64_t, Pipeline*> pipelines_;
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// All previously generated pipelines identified by hash and the description.
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std::unordered_multimap<uint64_t, Pipeline*> pipelines_;
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// Previously used pipeline. This matches our current state settings
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// and allows us to quickly(ish) reuse the pipeline if no registers have
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