[D3D12] Remove PipelineCache::ClearCache leftovers

This commit is contained in:
Triang3l 2022-05-22 14:56:22 +03:00
parent d31ddd9b23
commit 88784101c8
3 changed files with 2 additions and 20 deletions

View File

@ -744,18 +744,6 @@ void D3D12CommandProcessor::SetPrimitiveTopology(
}
}
void D3D12CommandProcessor::NotifyShaderBindingsLayoutUIDsInvalidated() {
if (bindless_resources_used_) {
cbuffer_binding_descriptor_indices_vertex_.up_to_date = false;
cbuffer_binding_descriptor_indices_pixel_.up_to_date = false;
} else {
bindful_textures_written_vertex_ = false;
bindful_textures_written_pixel_ = false;
bindful_samplers_written_vertex_ = false;
bindful_samplers_written_pixel_ = false;
}
}
std::string D3D12CommandProcessor::GetWindowTitleText() const {
std::ostringstream title;
title << "Direct3D 12";
@ -3045,10 +3033,8 @@ bool D3D12CommandProcessor::EndSubmission(bool is_swap) {
texture_cache_->ClearCache();
for (auto it : root_signatures_bindful_) {
it.second->Release();
}
root_signatures_bindful_.clear();
// Not clearing the root signatures as they're referenced by pipelines,
// which are not destroyed.
primitive_processor_->ClearCache();

View File

@ -197,9 +197,6 @@ class D3D12CommandProcessor : public CommandProcessor {
void SetStencilReference(uint32_t stencil_ref);
void SetPrimitiveTopology(D3D12_PRIMITIVE_TOPOLOGY primitive_topology);
// For the pipeline cache to call when binding layout UIDs may be reused.
void NotifyShaderBindingsLayoutUIDsInvalidated();
// Returns the text to display in the GPU backend name in the window title.
std::string GetWindowTitleText() const;

View File

@ -203,7 +203,6 @@ void PipelineCache::Shutdown() {
COUNT_profile_set("gpu/pipeline_cache/pipelines", 0);
// Destroy all shaders.
command_processor_.NotifyShaderBindingsLayoutUIDsInvalidated();
if (bindless_resources_used_) {
bindless_sampler_layout_map_.clear();
bindless_sampler_layouts_.clear();