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Pipeline states are created on compile threads, along with the shader functions they need, which compile once on first use. Draws record a handle to the pipeline state, and the render thread waits for it if it gets there first, as with Vulkan, so the emu thread never waits for a compile. Translation to MSL stays synchronous, as recording needs the texture masks it produces. Each game's shader IDs and pipeline keys are saved to a <discID>.mtlshadercache, and recreated while the game boots. macOS's own Metal cache then makes them quick: Wipeout Pure's 36 pipelines took 25 ms, or 260 ms with an empty Metal cache, instead of stalls during play. Cold Wipeout Pure, 5 emulated seconds from a savestate: 3.0 s before, 1.6 s with the background compiles alone. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>