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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@ -38,7 +38,7 @@ std::unique_ptr<GPUShader> D3D12Device::CreateShaderFromSource(GPUShaderStage st
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std::string_view source, const char* entry_point,
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DynamicHeapArray<u8>* out_binary, Error* error)
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{
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const u32 shader_model = D3DCommon::GetShaderModelForFeatureLevel(m_feature_level);
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const u32 shader_model = D3DCommon::GetShaderModelForFeatureLevelNumber(m_render_api_version);
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if (language != GPUShaderLanguage::HLSL)
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{
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return TranspileAndCreateShaderFromSource(stage, language, source, entry_point, GPUShaderLanguage::HLSL,
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