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Fence worker callback + work around MHW sparse bug #2333

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doitsujin
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The callback refactor moves all the hardcoded stuff that we do in the fence worker to callbacks, and stores callback data within the vkd3d_fence_wait_info structure.

For fence waits it doesn't look like there was any reason at all to keep the fence objects alive, so I removed that part.

Lastly, this adds some tracking to keep sparse resources alive through page table updates; otherwise, Monster Hunter Wilds screws up synchronization somewhere and will either crash or hang on Nvidia when starting the benchmark with DLSS FG enabled.

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@HansKristian-Work HansKristian-Work left a comment

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LGTM. Nice cleanup.

@HansKristian-Work HansKristian-Work merged commit bf7efb2 into HansKristian-Work:master Feb 7, 2025
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2 participants