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.
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.
This is required for resource mapping on deferred contexts.
May also fix a potential synchronization issue where a buffer
could be mapped multiple times before the CS thread would mark
the physical buffer as used, which would result in invalid data.
Image mapping now returns the map pointer of a separate
buffer, rather than the the image itself. This fixes
issues with applications that ignore the RowPitch
and/or DepthPitch fields of the MappedSubresource struct.
Fixes a few bottlenecks that were encountered in the Cascading Shadow
Maps demo from the Microsoft SDK. Performance is now slightly better
than wined3d with CSMT, MESA_NO_ERROR and mesa_glthread enabled.
When invalidating a constant buffer, the descriptor was not
updated, which usually led to the wrong resource being used
and could also cause crashes.
This fix also includes resource tracking for shader resources
on the graphics pipeline. The code needs to be made compatible
with the compute pipeline as well.