[D3D12] Persistent shader and PSO storage
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@@ -245,9 +245,9 @@ bool EmulatorWindow::Initialize() {
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}
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gpu_menu->AddChild(MenuItem::Create(MenuItem::Type::kSeparator));
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{
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gpu_menu->AddChild(
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MenuItem::Create(MenuItem::Type::kString, L"&Clear Caches", L"F5",
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std::bind(&EmulatorWindow::GpuClearCaches, this)));
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gpu_menu->AddChild(MenuItem::Create(
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MenuItem::Type::kString, L"&Clear Runtime Caches", L"F5",
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std::bind(&EmulatorWindow::GpuClearCaches, this)));
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}
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main_menu->AddChild(std::move(gpu_menu));
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@@ -454,8 +454,20 @@ void EmulatorWindow::UpdateTitle() {
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title += xe::format_string(L" (@%.2fx)", Clock::guest_time_scalar());
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}
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if (initializing_shader_storage_) {
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title += L" (Preloading shaders\u2026)";
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}
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window_->set_title(title);
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}
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void EmulatorWindow::SetInitializingShaderStorage(bool initializing) {
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if (initializing_shader_storage_ == initializing) {
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return;
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}
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initializing_shader_storage_ = initializing;
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UpdateTitle();
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}
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} // namespace app
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} // namespace xe
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