forked from Mirror/Ryujinx
Ensure all pending draws are done before compute dispatch (#3822)
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@ -94,6 +94,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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{
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{
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var memoryManager = _channel.MemoryManager;
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var memoryManager = _channel.MemoryManager;
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// Since we're going to change the state, make sure any pending instanced draws are done.
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_3dEngine.PerformDeferredDraws();
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// Make sure all pending uniform buffer data is written to memory.
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_3dEngine.FlushUboDirty();
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_3dEngine.FlushUboDirty();
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uint qmdAddress = _state.State.SendPcasA;
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uint qmdAddress = _state.State.SendPcasA;
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