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* 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