Force command flush after creating a syncpoint (#2056)
* Force command flush after creating GL sync * This is not required, as the commands were flushed on creation. * Move comment.
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@ -26,6 +26,9 @@ namespace Ryujinx.Graphics.OpenGL
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Handle = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags.None)
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Handle = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags.None)
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};
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};
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// Force commands to flush up to the syncpoint.
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GL.ClientWaitSync(handle.Handle, ClientWaitSyncFlags.SyncFlushCommandsBit, 0);
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lock (Handles)
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lock (Handles)
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{
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{
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Handles.Add(handle);
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Handles.Add(handle);
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@ -62,7 +65,7 @@ namespace Ryujinx.Graphics.OpenGL
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return;
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return;
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}
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}
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WaitSyncStatus syncResult = GL.ClientWaitSync(result.Handle, ClientWaitSyncFlags.SyncFlushCommandsBit, 1000000000);
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WaitSyncStatus syncResult = GL.ClientWaitSync(result.Handle, ClientWaitSyncFlags.None, 1000000000);
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if (syncResult == WaitSyncStatus.TimeoutExpired)
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if (syncResult == WaitSyncStatus.TimeoutExpired)
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{
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{
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@ -86,7 +89,7 @@ namespace Ryujinx.Graphics.OpenGL
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if (first == null) break;
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if (first == null) break;
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WaitSyncStatus syncResult = GL.ClientWaitSync(first.Handle, ClientWaitSyncFlags.SyncFlushCommandsBit, 0);
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WaitSyncStatus syncResult = GL.ClientWaitSync(first.Handle, ClientWaitSyncFlags.None, 0);
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if (syncResult == WaitSyncStatus.AlreadySignaled)
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if (syncResult == WaitSyncStatus.AlreadySignaled)
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{
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{
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