* vk_runtime: Revert to interval sets for barrier tracking
Perf capture shows they are faster in almost all cases due to not needing rebalancing after every insert
* buffer_cache: Dont use copysparsememory for streaming copies
* fetch_shader: Optimize fetch shader parsing
* shader_recompiler: Optimize common case of sharp fetch
Almost always the sharp will be contigious in flatbuf so just use a single load op to load it
* remove zlib
* vk_rasterizer: Check dst region not in sync batch before doing cpu fast path
* address_space: Maintain sparse page table of backing pointers
Can be used to implement CopySparseMemory lock free and cheaply
* vk_rasterizer: Proper gds barriers
* texture_cache: Bring back lock
* fetch_shader: Handle v_mov_b32
* address_space: Avoid out of bounds access with higher than 40bit addresses
so stephen doesnt kill me
* core: Add setting to control inlining of fetch shader
* Add ElfInfo to track current game info in a singleton
* SaveData compatibility with old firmwares
* sceKernelOpen: fix for write-only mode
* imgui: add font to render non-ascii characters
* save_data: fix Backup Job including old backup in the new backup
* Save backup: fix to avoid filling the queue
Also limiting 1 backup / 10sec
* Save backup: fix search not handling empty pattern
*backup time improv