With this new approach, descriptor pools are decoupled from the
command list they are used with. Instead, the DXVK context takes
ownership of a single descriptor pool until it runs out of memory.
This reduces the amount of memory wasted for under-utilized pools
and should this reduce an application's memory footprint.
The stat counter struct no longer has to be passed to
the pipeline compiler function.
The new implementation uses atomic counters of the pipeline manager
rather than per-command list counters, which removes the need to
pass the counter structure to the compiler function.
This reverts commit f61ff5d345fdbd1627b2fd833f57ff303015c747.
Apparently, this causes extremely poor frame times on some
configurations. Reason is currently unknown.
Moved all query-related state tracking and management into a
separate class. This allows for new query types to be added
in the future, and makes less dodgy assumptions about the
current state when beginning or ending a query.
Adding an extension will now require an additional step, but
this evolved version of the extension list code is more sane
and the structures can be more easily copied around.
Drivers from both major vendors implement their own shader cache
already, and storing a cache per game causes more issues than it
solves. Should fix#261.
Since we create only one DxvkContext per D3D11Device, rather than
per D3D11DeviceContext as originally planned, there is no need to
keep the pipeline manager as a global thread-safe object. This may
slightly reduce CPU overhead.
Reduces command submission overhead by reusing fence objects
instead of creating new ones for each submission. Improves
error reporting in case the submission cannot be complete.
* [util] Adds getTempDirectory() function
Will be used by on-disk pipeline caching
* [dxvk] Implement on-disk shader caching
Saving the pipeline cache to disk when the application exits
should be sufficient but the DxvkPipelineCache destructor isn't
reliably called on exit (ref-counting issue?).
As a workaround every frame we check and save the cache if the
size increased by some amount or after one minute elapsed.
* [dxvk] Periodically update shader cache file in separate thread