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vkd3d-shader/spirv: Cache numeric types without through the general declaration cache.
Numeric types are used very frequently, and doing a tree search each time one is needed tends to waste a lot of time. I ran the compilation of ~1000 DXBC-TPF shaders randomly taken from my collection and measured the performance using callgrind and the kcachegrind "cycle count" estimation. BEFORE: * 1,764,035,136 cycles * 1,767,948,767 cycles * 1,773,927,734 cycles AFTER: * 1,472,384,755 cycles * 1,469,506,188 cycles * 1,470,191,425 cycles So callgrind would estimate a 16% improvement at least.
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