* Fix how planar reflections are handled & compile SDR pipelines for particles.
* Improve pipeline handling for particles.
* Recompile pipelines on option change.
* Fix counter logic for pipeline recompilation.
* Playing around with thread priorities.
* Prioritize loading for threading priorities.
* Compile pipelines in model consumer thread during boot sequence.
* Remove a good chunk of async pipelines from the cache.
* Remove even more async pipelines from the cache.
* Delete a few more async pipelines.
* Compile morph pipelines asynchronously.
* Remove morph pipelines from the cache.
* Implement dynamic depth bias.
* Add upreel/pulley shadow pipelines.
* Disable debug macros.
* Reduce depth bias function calls in D3D12.
* Compile instanced models asynchronously.
* Fix the logic for determining if depth bias is used.
* Experimenting with syncing the render thread.
* Separate wait functions for swap chains.
* Sync render thread present to the main thread.
* Move present to main thread and frame limit after presenting.
* g_next -> s_next
* Fix Vulkan validation errors.
* Make max frame latency configurable.
* Fix loading thread breaking waitable swap chain order.