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Pipeline library / cache support #36

@vertver

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@vertver

On D3D12 and Vulkan there is a problem with the PSO build process. Sometimes the game can hang, and not only that - you, as a developer, cannot directly predict the pipeline build time. Also, on GDK you can't build PSO at runtime, only pre-compile. So I think this feature is most needed in NRI as an extension because it affects a lot of things. What do you think? Maybe we need some priorities for our tasks to manage them properly?

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