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Clear syncBuffers
after CommandExecutor
execution
Due to an oversight, we weren't clearing the list of buffers that needed to be synced after every execution which led to them building up. Due to the relatively cheap synchronization of buffers and only doing so on faults this wasn't caught until now, it does depress the framerate significantly over time due to the size of the list growing to be in the range of 100k buffer views depending on the title.
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@ -167,6 +167,7 @@ namespace skyline::gpu::interconnect {
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nodes.clear();
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syncTextures.clear();
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syncBuffers.clear();
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cycle = activeCommandBuffer.Reset();
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}
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