Since we use the common pipelines here and draw vertices if a batch is
currently being built by the vertex loader, we end up trampling over its
pointer, as we share the buffer with the loader, and it has not been
unmapped yet. Force a pipeline flush to avoid this.
It doesn't feel great to let the value from a previous emulation session
linger around considering that the GC aspect ratio heuristic can use
the previous value of m_aspect_wide when calculating m_aspect_wide.
If, for whatever reason, the XFB has to be loaded from console memory, it's possible that the texture is returned at native resolution instead of EFB-scaled resolution. In this case, our xfb_rect.right adjustment must also happen at native resolution instead of scaled resolution.
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
We now differentiate between a resize event and surface change/destroyed
event, reducing the overhead for resizes in the Vulkan backend. It is
also now now safe to change the surface multiple times if the video thread
is lagging behind.