[D3D12] Fix texture binding hashing
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@@ -193,9 +193,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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bool UpdateBindings(ID3D12GraphicsCommandList* command_list,
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const D3D12Shader* vertex_shader,
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const D3D12Shader* pixel_shader,
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ID3D12RootSignature* root_signature,
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uint64_t new_texture_bindings_hash_vertex,
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uint64_t new_texture_bindings_hash_pixel);
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ID3D12RootSignature* root_signature);
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bool cache_clear_requested_ = false;
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@@ -303,7 +301,13 @@ class D3D12CommandProcessor : public CommandProcessor {
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uint64_t draw_view_full_update_;
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uint64_t draw_sampler_full_update_;
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// Hashes of the current texture descriptor layout.
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// Whether the last used texture bindings have been written to the current
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// view descriptor heap.
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bool texture_bindings_written_vertex_;
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bool texture_bindings_written_pixel_;
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// Hashes of the last texture bindings written to the current view descriptor
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// heap with the last used descriptor layout. Valid only when the
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// corresponding "written" variables are true.
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uint64_t texture_bindings_hash_vertex_;
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uint64_t texture_bindings_hash_pixel_;
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