Reduces the CPU overhead of descriptor set updates, which usually
happen once per draw call. Gains seem to be minor in most games,
some outliers show significantly better performance (i.e. Tomb Raider).
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.