We are used to have a 1:1 mapping of GX vertex formats and the native (OGL + D3D) ones, but there are by far more GX ones.
This new cache maps them directly so that we don't flush on GX vertex format changes as long as the native one doesn't change.
The idea is stolen from galop1n.
This option was known to break every second game and only boost a bit.
It also seems to be broken because of streaming into pinned memory and buffer storage buffers.
v2: also remove dlc_desc