Does anyone knows how to cache a PSO in D3D12?
It provides an interface called GetCachedBlob returning serialized data which can be used to regenerate the same PSO later, so that developers can cook a PSO cache for accelerating the creation of PSOs.
My question is how to use the cached blob to regenerate the exact same PSO?
D3D12_GRAPHICS_PIPELINE_STATE_DESC includes an description called D3D12_CACHED_PIPELINE_STATE, however it failed to create the PSO if only the cached fields are filled. It still needs full description with the extra PSO cached state to regenerate the PSO.
Thanks