D3D: Make StateCache thread safe
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@ -212,6 +212,7 @@ StateCache::~StateCache()
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ID3D11SamplerState* StateCache::Get(SamplerState state)
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{
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std::lock_guard<std::mutex> guard(m_lock);
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auto it = m_sampler.find(state.hex);
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if (it != m_sampler.end())
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return it->second;
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@ -266,6 +267,7 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
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ID3D11BlendState* StateCache::Get(BlendingState state)
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{
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std::lock_guard<std::mutex> guard(m_lock);
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auto it = m_blend.find(state.hex);
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if (it != m_blend.end())
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return it->second;
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@ -348,6 +350,7 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
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ID3D11RasterizerState* StateCache::Get(RasterizationState state)
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{
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std::lock_guard<std::mutex> guard(m_lock);
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auto it = m_raster.find(state.hex);
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if (it != m_raster.end())
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return it->second;
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@ -372,6 +375,7 @@ ID3D11RasterizerState* StateCache::Get(RasterizationState state)
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ID3D11DepthStencilState* StateCache::Get(DepthState state)
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{
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std::lock_guard<std::mutex> guard(m_lock);
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auto it = m_depth.find(state.hex);
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if (it != m_depth.end())
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return it->second;
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@ -6,6 +6,7 @@
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#include <array>
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#include <cstddef>
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#include <mutex>
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#include <unordered_map>
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#include "Common/BitField.h"
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@ -35,6 +36,7 @@ private:
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std::unordered_map<u32, ID3D11RasterizerState*> m_raster;
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std::unordered_map<u32, ID3D11BlendState*> m_blend;
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std::unordered_map<SamplerState::StorageType, ID3D11SamplerState*> m_sampler;
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std::mutex m_lock;
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};
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namespace D3D
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