[D3D12] Persistent shader and PSO storage
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@@ -43,6 +43,9 @@ class D3D12CommandProcessor : public CommandProcessor {
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void ClearCaches() override;
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void InitializeShaderStorage(const std::wstring& storage_root,
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uint32_t title_id, bool blocking) override;
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void RequestFrameTrace(const std::wstring& root_path) override;
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void TracePlaybackWroteMemory(uint32_t base_ptr, uint32_t length) override;
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@@ -125,10 +128,11 @@ class D3D12CommandProcessor : public CommandProcessor {
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// render targets or copying to depth render targets.
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void SetSamplePositions(MsaaSamples sample_positions);
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// Returns a pipeline with deferred creation by its handle. May return nullptr
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// if failed to create the pipeline.
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inline ID3D12PipelineState* GetPipelineStateByHandle(void* handle) const {
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return pipeline_cache_->GetPipelineStateByHandle(handle);
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// Returns a pipeline state object with deferred creation by its handle. May
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// return nullptr if failed to create the pipeline state object.
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inline ID3D12PipelineState* GetD3D12PipelineStateByHandle(
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void* handle) const {
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return pipeline_cache_->GetD3D12PipelineStateByHandle(handle);
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}
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// Sets the current pipeline state to a compute pipeline. This is for cache
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