[D3D12] Persistent shader and PSO storage
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@@ -130,6 +130,12 @@ class CommandProcessor {
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swap_request_handler_ = fn;
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}
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// May be called not only from the command processor thread when the command
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// processor is paused, and the termination of this function may be explicitly
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// awaited.
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virtual void InitializeShaderStorage(const std::wstring& storage_root,
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uint32_t title_id, bool blocking);
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virtual void RequestFrameTrace(const std::wstring& root_path);
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virtual void BeginTracing(const std::wstring& root_path);
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virtual void EndTracing();
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