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Avoid chaining cycles in buffer recreation
This had a chance of creating circular chains which obviously caused issues, just do a wait instead for now.
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@ -95,7 +95,7 @@ namespace skyline::gpu {
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// LockedBuffer also holds `stateMutex` so we can freely access this
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// LockedBuffer also holds `stateMutex` so we can freely access this
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if (srcBuffer->cycle && newBuffer->cycle != srcBuffer->cycle) {
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if (srcBuffer->cycle && newBuffer->cycle != srcBuffer->cycle) {
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if (newBuffer->cycle)
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if (newBuffer->cycle)
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newBuffer->cycle->ChainCycle(srcBuffer->cycle);
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srcBuffer->WaitOnFence();
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else
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else
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newBuffer->cycle = srcBuffer->cycle;
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newBuffer->cycle = srcBuffer->cycle;
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}
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}
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