meta: Add docs for magic shader cache.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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Hans-Kristian Arntzen 2022-03-25 13:00:00 +01:00
parent 5044975152
commit c47a6a904b
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@ -185,6 +185,39 @@ commas or semicolons.
- `VKD3D_PROFILE_PATH` - If profiling is enabled in the build, a profiling block is
emitted to `${VKD3D_PROFILE_PATH}.${pid}`.
## Shader cache
By default, vkd3d-proton manages its own driver cache.
This cache is intended to cache DXBC/DXIL -> SPIR-V conversion.
This reduces stutter (when pipelines are created last minute and app relies on hot driver cache)
and load times (when applications do the right thing of loading PSOs up front).
Behavior is designed to be close to DXVK state cache.
#### Default behavior
`vkd3d-proton.cache` (and `vkd3d-proton.cache.write`) are placed in the current working directory.
Generally, this is the game install folder when running in Steam.
#### Custom directory
`VKD3D_SHADER_CACHE_PATH=/path/to/directory` overrides the directory where `vkd3d-proton.cache` is placed.
#### Disable cache
`VKD3D_SHADER_CACHE_PATH=0` disables the internal cache, and any caching would have to be explicitly managed
by application.
### Behavior of ID3D12PipelineLibrary
When explicit shader cache is used, the need for application managed pipeline libraries is greatly diminished,
and the cache applications interact with is a dummy cache.
If the vkd3d-proton shader cache is disabled, ID3D12PipelineLibrary stores everything relevant for a full cache,
i.e. SPIR-V and PSO driver cache blob.
`VKD3D_CONFIG=pipeline_library_app_cache` is an alternative to `VKD3D_SHADER_CACHE_PATH=0` and can be
automatically enabled based on app-profiles if relevant in the future if applications manage the caches better
than vkd3d-proton can do automagically.
## CPU profiling (development)
Pass `-Denable_profiling=true` to Meson to enable a profiled build. With a profiled build, use `VKD3D_PROFILE_PATH` environment variable.