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[d3d11] Use device fence wait in ThrottleAllocation
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@ -994,7 +994,7 @@ namespace dxvk {
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// wait for the GPU to go fully idle in case of a large allocation.
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ExecuteFlush(GpuFlushType::ExplicitFlush, nullptr, false);
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m_stagingBufferFence->wait(stats.allocatedTotal - stats.allocatedSinceLastReset - D3D11Initializer::MaxMemoryInFlight);
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m_device->waitForFence(*m_stagingBufferFence, stats.allocatedTotal - stats.allocatedSinceLastReset - D3D11Initializer::MaxMemoryInFlight);
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} else if (stats.allocatedSinceLastReset >= D3D11Initializer::MaxMemoryPerSubmission) {
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// Flush somewhat aggressively if there's a lot of memory in flight
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ExecuteFlush(GpuFlushType::ExplicitFlush, nullptr, false);
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