[D3D12] Subsystem management order cleanup
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@@ -427,6 +427,8 @@ class D3D12CommandProcessor : public CommandProcessor {
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// of UpdateBindings time, and that's outside the emulator's control even).
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bool bindless_resources_used_ = false;
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std::unique_ptr<D3D12SharedMemory> shared_memory_;
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std::unique_ptr<D3D12RenderTargetCache> render_target_cache_;
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std::unique_ptr<ui::d3d12::D3D12UploadBufferPool> constant_buffer_pool_;
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@@ -491,8 +493,6 @@ class D3D12CommandProcessor : public CommandProcessor {
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ID3D12RootSignature* root_signature_bindless_vs_ = nullptr;
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ID3D12RootSignature* root_signature_bindless_ds_ = nullptr;
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std::unique_ptr<D3D12SharedMemory> shared_memory_;
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std::unique_ptr<D3D12PrimitiveProcessor> primitive_processor_;
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std::unique_ptr<PipelineCache> pipeline_cache_;
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