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- The texture and buffer caches' mutexes spin briefly before sleeping
(Common::SpinRecursiveMutex): the GPU thread, the fencing thread and
CPU write traps take them tens of thousands of times a second for
microseconds, and a sleeping waiter's wake-up took longer than that.
Title 1's GPU thread slept 7.7% of its time there, now 3.7%.
- Fences commit and pop texture and buffer downloads separately, and
only when there are any (one fence per compute dispatch in Switch 2
titles): the fencing thread no longer holds both caches while it
copies buffer downloads.
- Inline uploads and pre-draw invalidation take the caches one at a
time again: holding one while std::lock waited for the other waited
longer.
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