* In a previous update in 2021 many copyright ranges were truncated
accidentally, and some files have been copy-pasted with wrong years. These
dates have been fixed based on git history and original copyright messages.
* In heavy D3D11 workloads the refcounting overhead especially during fast
binding changes was significant. Refactoring the refcounting to work on a
different model and deferring destruction of objects removes most of the
overhead.