Fence worker callback + work around MHW sparse bug #2333
Merged
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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.