Destroy CommandExecutor Nodes Before Waiting on Execution

`nodes` and `syncTextures` were cleared after waiting on the `CommandExecutor` fence rather than before, this wasted execution time after the wait for something that could be performed prior to the wait.
This commit is contained in:
PixelyIon 2022-01-22 19:09:11 +05:30
parent 90a1b3348c
commit aa57ec6d55

View File

@ -169,13 +169,13 @@ namespace skyline::gpu::interconnect {
buffer->SynchronizeGuestWithCycle(cycle);
commandBuffer.end();
gpu.scheduler.SubmitCommandBuffer(commandBuffer, activeCommandBuffer.GetFence());
nodes.clear();
syncTextures.clear();
cycle = activeCommandBuffer.Reset();
}
nodes.clear();
syncTextures.clear();
}
}
}