[D3D12] Remove PipelineCache::ClearCache leftovers
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@ -744,18 +744,6 @@ void D3D12CommandProcessor::SetPrimitiveTopology(
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}
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}
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void D3D12CommandProcessor::NotifyShaderBindingsLayoutUIDsInvalidated() {
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if (bindless_resources_used_) {
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cbuffer_binding_descriptor_indices_vertex_.up_to_date = false;
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cbuffer_binding_descriptor_indices_pixel_.up_to_date = false;
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} else {
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bindful_textures_written_vertex_ = false;
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bindful_textures_written_pixel_ = false;
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bindful_samplers_written_vertex_ = false;
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bindful_samplers_written_pixel_ = false;
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}
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}
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std::string D3D12CommandProcessor::GetWindowTitleText() const {
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std::ostringstream title;
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title << "Direct3D 12";
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@ -3045,10 +3033,8 @@ bool D3D12CommandProcessor::EndSubmission(bool is_swap) {
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texture_cache_->ClearCache();
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for (auto it : root_signatures_bindful_) {
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it.second->Release();
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}
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root_signatures_bindful_.clear();
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// Not clearing the root signatures as they're referenced by pipelines,
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// which are not destroyed.
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primitive_processor_->ClearCache();
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@ -197,9 +197,6 @@ class D3D12CommandProcessor : public CommandProcessor {
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void SetStencilReference(uint32_t stencil_ref);
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void SetPrimitiveTopology(D3D12_PRIMITIVE_TOPOLOGY primitive_topology);
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// For the pipeline cache to call when binding layout UIDs may be reused.
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void NotifyShaderBindingsLayoutUIDsInvalidated();
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// Returns the text to display in the GPU backend name in the window title.
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std::string GetWindowTitleText() const;
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@ -203,7 +203,6 @@ void PipelineCache::Shutdown() {
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COUNT_profile_set("gpu/pipeline_cache/pipelines", 0);
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// Destroy all shaders.
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command_processor_.NotifyShaderBindingsLayoutUIDsInvalidated();
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if (bindless_resources_used_) {
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bindless_sampler_layout_map_.clear();
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bindless_sampler_layouts_.clear();
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