[D3D12] Persistent shader and PSO storage
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@@ -77,6 +77,12 @@ void D3D12CommandProcessor::ClearCaches() {
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cache_clear_requested_ = true;
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}
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void D3D12CommandProcessor::InitializeShaderStorage(
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const std::wstring& storage_root, uint32_t title_id, bool blocking) {
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CommandProcessor::InitializeShaderStorage(storage_root, title_id, blocking);
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pipeline_cache_->InitializeShaderStorage(storage_root, title_id, blocking);
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}
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void D3D12CommandProcessor::RequestFrameTrace(const std::wstring& root_path) {
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// Capture with PIX if attached.
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if (GetD3D12Context()->GetD3D12Provider()->GetGraphicsAnalysis() != nullptr) {
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@@ -2123,7 +2129,7 @@ bool D3D12CommandProcessor::EndSubmission(bool is_swap) {
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}
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bool D3D12CommandProcessor::CanEndSubmissionImmediately() const {
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return !submission_open_ || !pipeline_cache_->IsCreatingPipelines();
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return !submission_open_ || !pipeline_cache_->IsCreatingPipelineStates();
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}
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void D3D12CommandProcessor::AwaitAllSubmissionsCompletion() {
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