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Avoid a possible thread sync issue.
Could be that it's about to wake listsync, does, and then we wait.
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@ -130,7 +130,6 @@ int GPUCommon::ListSync(int listid, int mode) {
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}
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}
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if (dl.waitTicks > CoreTiming::GetTicks()) {
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if (dl.waitTicks > CoreTiming::GetTicks()) {
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guard.unlock();
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__KernelWaitCurThread(WAITTYPE_GELISTSYNC, listid, 0, 0, false, "GeListSync");
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__KernelWaitCurThread(WAITTYPE_GELISTSYNC, listid, 0, 0, false, "GeListSync");
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}
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}
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return PSP_GE_LIST_COMPLETED;
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return PSP_GE_LIST_COMPLETED;
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@ -244,7 +243,6 @@ u32 GPUCommon::DequeueList(int listid) {
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dlQueue.remove(listid);
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dlQueue.remove(listid);
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dls[listid].waitTicks = 0;
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dls[listid].waitTicks = 0;
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guard.unlock();
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__KernelTriggerWait(WAITTYPE_GELISTSYNC, listid, 0, "GeListSync");
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__KernelTriggerWait(WAITTYPE_GELISTSYNC, listid, 0, "GeListSync");
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CheckDrawSync();
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CheckDrawSync();
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@ -599,7 +597,6 @@ void GPUCommon::ProcessDLQueueInternal() {
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easy_guard guard(listLock);
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easy_guard guard(listLock);
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currentList = NULL;
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currentList = NULL;
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guard.unlock();
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drawCompleteTicks = startingTicks + cyclesExecuted;
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drawCompleteTicks = startingTicks + cyclesExecuted;
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busyTicks = std::max(busyTicks, drawCompleteTicks);
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busyTicks = std::max(busyTicks, drawCompleteTicks);
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