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Remove supplementary contexts from swap chains #4314
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doitsujin
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Also provide the descriptor pool for convenience.
Temporarily disable the HUD until that is refactored too.
We want to be able to invoke compute shaders during init commands.
And reintroduce cmdResetQueryPool.
And change how rendering works in general so that we emit fewer draw calls.
Mostly convenience, but we do want to get rid of Begin/EndRecording at some point.
Do everything on the main context instead. Also only present once regardless of sync interval.
Otherwise, layout tracking might track a dead image and get confused.
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Basically does part of what #4269 did. Rendering code for the swap chain blitter and HUD were rewritten to use plain Vulkan in order to not mess with context state.
This will allow us to implement support forAddedSEQUENTIAL
present modes in D3D11 in a future PR.SWAP_EFFECT_{FLIP}_SEQUENTIAL
support here since it's trivial now.Needs a lot of testing since the swap chain code as a whole is quite brittle, tagging @K0bin mostly for the D3D9 part.