[D3D12] Persistent shader and PSO storage
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@@ -48,13 +48,17 @@ namespace xe {
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class Emulator {
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public:
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explicit Emulator(const std::wstring& command_line,
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const std::wstring& storage_root,
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const std::wstring& content_root);
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~Emulator();
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// Full command line used when launching the process.
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const std::wstring& command_line() const { return command_line_; }
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// Folder content is stored in.
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// Folder persistent internal emulator data is stored in.
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const std::wstring& storage_root() const { return storage_root_; }
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// Folder guest content is stored in.
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const std::wstring& content_root() const { return content_root_; }
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// Title of the game in the default language.
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@@ -146,6 +150,7 @@ class Emulator {
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public:
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xe::Delegate<uint32_t, const std::wstring&> on_launch;
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xe::Delegate<bool> on_shader_storage_initialization;
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xe::Delegate<> on_terminate;
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xe::Delegate<> on_exit;
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@@ -159,6 +164,7 @@ class Emulator {
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const std::string& module_path);
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std::wstring command_line_;
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std::wstring storage_root_;
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std::wstring content_root_;
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std::wstring game_title_;
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