GPUDevice: Add API version field
Also tie shader caches to API version and device LUID. That way we don't have tons of cache files, and they're regenerated if the GPU/driver changes.
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@ -36,8 +36,6 @@ public:
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ALWAYS_INLINE static ID3D11DeviceContext1* GetD3DContext() { return GetInstance().m_context.Get(); }
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ALWAYS_INLINE static D3D_FEATURE_LEVEL GetMaxFeatureLevel() { return GetInstance().m_max_feature_level; }
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RenderAPI GetRenderAPI() const override;
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bool HasSurface() const override;
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bool UpdateWindow() override;
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