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Laszlo Agocs 663b375373 rhi: d3d11: Make the "pipeline" cache save/load functional
There are no pipelines here of course. That's only for Vulkan.
But the QRhi APIs provide a common interface for retrieving the
serialized blob and pre-seeding the cache with a blob. The OpenGL
backend already implements that interface via GL program binaries.

We can do something similar with D3D, but it's a lot simpler: we
just need to include the bytecode from HLSL->DXBC compilation (i.e.
the result of D3DCompile() calls) and pick up the already present
bytecode and skip the D3DCompile() call when applicable.

Thus the mechanism is now available for Vulkan, OpenGL, and D3D11
as well.

Has no effect whatsoever if EnablePipelineCacheLoadSave is not set at
QRhi create() time.

Also update the related docs.

Task-number: QTBUG-103802
Change-Id: I91f1fb1f471bc7c654e26886a37c283066e842a8
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2022-06-01 01:43:32 +02:00
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