* Added instructions for installing from the easy build script.
* Skipped the packaging part by adding --no-package
* Update README.md
Rephrased some things a bit.
We don't need to iterate over the full shader code when creating
a new shader module. This optimization may slightly reduce the
initial pipeline creation time.
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.
If an application compiles the same shader multiple times, we should reuse
an already existing DxvkShaderModule instead of creating a new one. This
helps keep the number of DxvkGraphicsPipeline objects low in games such
as Rise of the Tomb Raider.
* [dxgi] Fix compilation with WINE headers
```gcc
error: cannot convert 'MONITORINFOEX* {aka tagMONITORINFOEXA*}' to 'LPMONITORINFO {aka tagMONITORINFO*}' for argument '2' to 'BOOL GetMonitorInfoA(HMONITOR, LPMONITORINFO)'
```
```clang
cannot initialize a parameter of type 'LPMONITORINFO' (aka 'tagMONITORINFO *') with an rvalue of type '::MONITORINFOEX *' (aka 'tagMONITORINFOEXA *')
```
This can be WINE bug but I don't want to dig now, firs suggestion is wrong "tag":
wine variant
```c
typedef struct tagMONITORINFO
{
...
} MONITORINFO, *LPMONITORINFO;
typedef struct tagMONITORINFOEXA
{ /* the 4 first entries are the same as MONITORINFO */
...
} MONITORINFOEXA, *LPMONITORINFOEXA;
typedef struct tagMONITORINFOEXW
{ /* the 4 first entries are the same as MONITORINFO */
...
} MONITORINFOEXW, *LPMONITORINFOEXW;
DECL_WINELIB_TYPE_AW(MONITORINFOEX)
DECL_WINELIB_TYPE_AW(LPMONITORINFOEX)
```
VS
MinGW variant
```c
typedef struct tagMONITORINFO {
...
} MONITORINFO,*LPMONITORINFO;
typedef struct tagMONITORINFOEXA : public tagMONITORINFO {
CHAR szDevice[CCHDEVICENAME];
} MONITORINFOEXA,*LPMONITORINFOEXA;
typedef struct tagMONITORINFOEXW : public tagMONITORINFO {
WCHAR szDevice[CCHDEVICENAME];
} MONITORINFOEXW,*LPMONITORINFOEXW;
__MINGW_TYPEDEF_AW(MONITORINFOEX)
__MINGW_TYPEDEF_AW(LPMONITORINFOEX)
```
* [dxgi] Fix compilation with WINE headers
Use C++-style casts rather than C ones.
Since we are synchronizing once per frame anyway, there is no need to
artificially limit the number of chunks in flight. Applications which
use deferred contexts and submit a large number of CS chunks through
command lists may benefit from this optimization.
This optimization may help keep the GPU busy in case there's
a large number of draw calls pending at the time a command
list from a deferred context is submitted for execution.
HUD elements can be enabled individually using a comma-separated
list. Supported options include:
- fps: Displays the framerate
- devinfo: Displays device info
Passing "1" has the same effect as "fps,devinfo".
`limits.h` required for `UINT_MAX` and not always used, so better to use standard C++ variant from `<limits>`.
Some compilers may simply return `UINT_MAX` value, gcc version: `max() _GLIBCXX_USE_NOEXCEPT { return __INT_MAX__ * 2U + 1; }`.