[D3D12] Persistent shader and PSO storage
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@@ -200,8 +200,9 @@ void DeferredCommandList::Execute(ID3D12GraphicsCommandList* command_list,
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}
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} break;
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case Command::kSetPipelineStateHandle: {
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current_pipeline_state = command_processor_->GetPipelineStateByHandle(
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*reinterpret_cast<void* const*>(stream));
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current_pipeline_state =
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command_processor_->GetD3D12PipelineStateByHandle(
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*reinterpret_cast<void* const*>(stream));
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if (current_pipeline_state) {
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command_list->SetPipelineState(current_pipeline_state);
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}
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