Uploading the shader cache files from one playthrough for other people would be useless, it's per GPU (generation?) and when drivers update, they usually become useless. Your shadercache won't do shit for 95% of other users, so, there's a really uphill battle. I'm sure someone can come up with a solution someday.
Aaaah, that makes sense, unfortunately -_-
Wooow long post stripthesoul

Will take a look at sound problems is kind of my fault because i didnt tested sound without time stretching and changes from master can affect it. About dlist caching the option in its actual implementation has become useless as the precompiled vertex loaders brings more speed than what you can get from caching.
About the problem with the stutering, only when the shader generator is changed is when the cache needs to be reconstructed. As you already know the issue is caused by the compilation procces. The amount of shaders recompiled and the frequecy depends on every specific game in its current state there is no much that can be done the compilation procces is heavy an time consuming. I only will say that we are working in a solution for this just wait a little i'm a little busy this days.
Just for correctnes about shader cashe sharing. Here we must separate dx and ogl. Hlsl shader compiler generates what is called an intermediate bytecode. This bytecode is a binary plataform independant representation of the shader. When you upload the bytecode to a specific driver it will be translated and optimized for that specific platform. In ogl the thing is diferent as ogl still does not define a standard for the binary representation of the shader. So for our scenario sharing cache files from dx9 and dx11 should not be a problem but in ogl it will be imposible until a standart is defined.
The choppy sound without time stretching starts on revision 0184be3.
@ Tino: Thanks for clearing things up!
So, if I understand correctly, the sharing I suggested should actually work, right? At least until the shader system gets a significant change, right?
Lets just try this out: Someone using Tino's DX9 and has the US version of Mario Kart Wii please put these files in your ShaderCache folder (in your Dolphin Emulator folder). Then start the game and choose the Flower Cup (I always use the first track there, Mario Circuit, for testing). The track intros always have very heavy stutters. With my files you shouldn't have any (ignore the hiccup in the intro song, that's an issue with the timestretching). Then report here
http://www.file-upload.net/download-9480144/ShaderCache.rar.html
Ah, Tino, about that exclusive fullscreen mode? Is it also implemented into your DX9 backend?
yes exclusive full screen is implemented in dx9 but is still a litle problematic, if you lose focus from dolphin while is exlusive full screen the device is lost and sometimes it cannot be recovered cusing the emulator to hang. for stability i recomend to use the old full screen method, for speed the exclusive full screen is the winner.
Ah, ok! When I just play normally, I normally don't go out of fullscreen anyway, so that's cool for now

Costum texture support seems to be broken, for DDS and PNG both.
Naaaaaah, nevermind, it was just my head that was broken.......
updated the latest folder with a new version. code cleanup and reorganization and some tweaks.
feedback is really welcome
Alright, I didn't know what exactly to look out for, but here's a few findings: SMG got faster! Actually, that's the game I was a little disappointed about in the version before. Especially those rooms from where you get to the galaxies were slow even though they shouldn't be very demanding. Well, they're back to fullspeed now

SMG2 however, seems to have gotten a little bit slower.
And it seems you have done something with the sound. Without timestretching, it has changed a little, but it's still not clean.
And have you changed something in the shader cache? Because it is getting regenerated again = stutters.