Here is a preview of my shader cache work for early comments. It isn't complete, but does successfully cache things.
What's there:
* A new vkd3d API that is used internally for caching, can be used to implement the ID3D12ShaderCacheSession interface and hopefully be used by wined3d as well
* Simple saving and loading of the cached objects
* It is used to cache render passes, root signatures and pipeline states
What is not yet there
* Partial cache loading and eviction
* ID3D12ShaderCacheSession - largely because it needs bumping ID3D12Device up to version 9, which may bring unrelated regressions. For this and tests see my "cache-rework" branch (which
* Cache file compression
* Incremental updates of cache files - right now they are rewritten from scratch on exit
* Loading the cache in an extra thread. The pipeline state creation code will need some refactor for that
I am not quite happy yet with the two patches that write and reload actual graphics pipelines. The way I am storing the d3d settings aren't quite consistent yet either - in some cases I use the d3d input data as key directly, in others I store them as values attached to a hash value. The latter is usually the case if I need to cross-reference something, e.g. have a link from the pipeline state to the root signature. This kind of setup shows how wined3d can build a chain of linked state though.
There are also known issues with locking, explained in comments in the patches.
--
v2: vkd3d: Try to find a read-only cache in C:\windows\scache
vkd3d: Cache and preload compute pipelines.
DEBUG: Make cache profiling more visible
vkd3d: Add some cache efficiency debug code.
vkd3d: Add EXT_pipeline_creation_feedback.
vkd3d: Catch and release graphics pipelines.
Store graphics pipelines in the cache.
vkd3d: Precreate root signatures from cache
vkd3d: Keep root signatures around.
Store render passes in the on-disk cache and recreate them on startup.
vkd3d: Store the VK pipeline cache in an on-disk vkd3d cache.
vkd3d: Keep the application name around.
Add a win32 version of vkd3d_get_program_name.
vkd3d: Basic shader cache writing and reading.
vkd3d: Replace the custom render pass cache with vkd3d_shader_cache.
vkd3d: Implement vkd3d_shader_cache_enumerate.
Add cache locking.
vkd3d: Implement vkd3d_shader_cache_get.
vkd3d: Implement vkd3d_shader_cache_put.
Create and destroy the shader cache tree.
vkd3d: Implement shader_cache_open/close.
vkd3d: Define and stub the shader cache API.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/541
--
v2: vkd3d-shader/dxil: Convert SplitDouble IMMCONST64 src params to IMMCONST.
vkd3d-shader/spirv: Support 64-bit data types for 32-bit IMMCONST registers.
tests/shader-runner: Add raw UAV tests.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/675
--
v19: tests/d3d12: Test multiple clip distance inputs in test_clip_distance().
tests/d3d12: Use five clip distances for the multiple test in test_clip_distance().
vkd3d-shader/ir: Transform clip/cull outputs and patch constants into arrays.
vkd3d-shader/ir: Transform clip/cull inputs into an array.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/564