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[d3d9] Fix rare hang when waiting for staging buffer markers
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@ -4081,7 +4081,7 @@ namespace dxvk {
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if (!needsStall)
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break;
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m_csThread.synchronize(payload.sequenceNumber);
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SynchronizeCsThread(payload.sequenceNumber);
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lastSequenceNumber = payload.sequenceNumber;
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}
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@ -4829,6 +4829,7 @@ namespace dxvk {
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// Dispatch current chunk so that all commands
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// recorded prior to this function will be run
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if (SequenceNumber > m_csSeqNum)
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FlushCsChunk();
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m_csThread.synchronize(SequenceNumber);
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@ -5178,9 +5179,9 @@ namespace dxvk {
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m_initializer->Flush();
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m_converter->Flush();
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if (m_csIsBusy || !m_csChunk->empty()) {
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EmitStagingBufferMarker();
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if (m_csIsBusy || !m_csChunk->empty()) {
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// Add commands to flush the threaded
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// context, then flush the command list
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EmitCs([](DxvkContext* ctx) {
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