diff --git a/src/video_core/shader/async_shaders.cpp b/src/video_core/shader/async_shaders.cpp
index f815584f72..aabd62c5c2 100644
--- a/src/video_core/shader/async_shaders.cpp
+++ b/src/video_core/shader/async_shaders.cpp
@@ -73,11 +73,11 @@ void AsyncShaders::KillWorkers() {
     worker_threads.clear();
 }
 
-bool AsyncShaders::HasWorkQueued() {
+bool AsyncShaders::HasWorkQueued() const {
     return !pending_queue.empty();
 }
 
-bool AsyncShaders::HasCompletedWork() {
+bool AsyncShaders::HasCompletedWork() const {
     std::shared_lock lock{completed_mutex};
     return !finished_work.empty();
 }
@@ -102,7 +102,7 @@ bool AsyncShaders::IsShaderAsync(const Tegra::GPU& gpu) const {
 }
 
 std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
-    std::vector<AsyncShaders::Result> results;
+    std::vector<Result> results;
     {
         std::unique_lock lock{completed_mutex};
         results.assign(std::make_move_iterator(finished_work.begin()),
diff --git a/src/video_core/shader/async_shaders.h b/src/video_core/shader/async_shaders.h
index d5ae814d53..7cf8d994ce 100644
--- a/src/video_core/shader/async_shaders.h
+++ b/src/video_core/shader/async_shaders.h
@@ -5,11 +5,10 @@
 #pragma once
 
 #include <condition_variable>
-#include <deque>
 #include <memory>
 #include <shared_mutex>
 #include <thread>
-#include "common/bit_field.h"
+
 #include "common/common_types.h"
 #include "video_core/renderer_opengl/gl_device.h"
 #include "video_core/renderer_opengl/gl_resource_manager.h"
@@ -17,7 +16,6 @@
 #include "video_core/renderer_vulkan/vk_device.h"
 #include "video_core/renderer_vulkan/vk_pipeline_cache.h"
 #include "video_core/renderer_vulkan/vk_scheduler.h"
-#include "video_core/renderer_vulkan/vk_update_descriptor.h"
 
 namespace Core::Frontend {
 class EmuWindow;
@@ -70,20 +68,20 @@ public:
     void KillWorkers();
 
     /// Check to see if any shaders have actually been compiled
-    bool HasCompletedWork();
+    [[nodiscard]] bool HasCompletedWork() const;
 
     /// Deduce if a shader can be build on another thread of MUST be built in sync. We cannot build
     /// every shader async as some shaders are only built and executed once. We try to "guess" which
     /// shader would be used only once
-    bool IsShaderAsync(const Tegra::GPU& gpu) const;
+    [[nodiscard]] bool IsShaderAsync(const Tegra::GPU& gpu) const;
 
     /// Pulls completed compiled shaders
-    std::vector<Result> GetCompletedWork();
+    [[nodiscard]] std::vector<Result> GetCompletedWork();
 
     void QueueOpenGLShader(const OpenGL::Device& device, Tegra::Engines::ShaderType shader_type,
                            u64 uid, std::vector<u64> code, std::vector<u64> code_b, u32 main_offset,
-                           VideoCommon::Shader::CompilerSettings compiler_settings,
-                           const VideoCommon::Shader::Registry& registry, VAddr cpu_addr);
+                           CompilerSettings compiler_settings, const Registry& registry,
+                           VAddr cpu_addr);
 
     void QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, const Vulkan::VKDevice& device,
                            Vulkan::VKScheduler& scheduler,
@@ -97,7 +95,7 @@ private:
     void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
 
     /// Check our worker queue to see if we have any work queued already
-    bool HasWorkQueued();
+    [[nodiscard]] bool HasWorkQueued() const;
 
     struct WorkerParams {
         Backend backend;
@@ -108,8 +106,8 @@ private:
         std::vector<u64> code;
         std::vector<u64> code_b;
         u32 main_offset;
-        VideoCommon::Shader::CompilerSettings compiler_settings;
-        std::optional<VideoCommon::Shader::Registry> registry;
+        CompilerSettings compiler_settings;
+        std::optional<Registry> registry;
         VAddr cpu_address;
 
         // For Vulkan
@@ -125,13 +123,13 @@ private:
     };
 
     std::condition_variable cv;
-    std::mutex queue_mutex;
-    std::shared_mutex completed_mutex;
+    mutable std::mutex queue_mutex;
+    mutable std::shared_mutex completed_mutex;
     std::atomic<bool> is_thread_exiting{};
     std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
     std::vector<std::thread> worker_threads;
     std::queue<WorkerParams> pending_queue;
-    std::vector<AsyncShaders::Result> finished_work;
+    std::vector<Result> finished_work;
     Core::Frontend::EmuWindow& emu_window;
 };