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Almost true-async shader compilation & per-game settings

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@Raibatsu Raibatsu released this 25 Jul 06:55

After doing this update, be SURE to clear your shader cache for each game. Using your previous shader cache can and will cause issues!

I haven't slept in like 20-ish hours and I haven't done any work for my full-time job yesterday - I probably will get fired at this rate. Anyways, this is probably the biggest and most desired update I've wanted to do ever since probably the first one. It required patching the NXVK drivers we currently have with a few hacks. It is good with Azahar, but I'm not sure what the implications will be for other emus using the same backend. I'll prolly ask Dan for advice.
I don't have the brainpower right now to yap about what I did - I will probably update this release note when I do find, but for now, you can find the changelog:

  • Almost-true async shader compilation has been added. This is turned on by default. Expect a whole lot of artifacts but we're chasing speed, not accuracy.
  • Disabled CPU boost when compiling shaders by default and added it as a per-game option. CPU is still boosted when compiling shaders on the first screen.
  • Drastically reworked how shaders are compiled and stored. Expect fewer shaders & expect blazing fast times when compiling shaders on the boot screen.
  • Added per-game settings. This has been asked by so many of y'all, I probably should have made this a separate release. But I was three knees deep into the shader rework so I kinda didn't want to stash all that work just for this. Cheers.
  • Added option to change your CPU Clock Speed per-game in the ingame overlay.
  • And many, many more tiny performance & stability bumps. And probably a bunch more bugs since this is extremely experimental.

Cheers! I'm gonna go sleep. Will update this when I wake up.