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tu/0001 (by K11MCH1): a dynamic rendering chain still suspended at vkEndCommandBuffer() is rendered at submit time from a new command buffer with no pending flushes, so the waits of barriers recorded just before the chain were dropped. On A8XX, where the CP no longer waits implicitly before reading indirect arguments, indirect draws in vkd3d-proton's split render passes read their arguments before the compute pass wrote them: black or over-shadowed ground from UE5 Nanite and virtual shadow maps (Mortal Shell 2). Adreno 840: a draw-count test with the chain split across two command buffers went from 30/30 wrong to 0/30. Applies to Mesa main fd8ef2b for android and linux, and both drivers build.