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Use a possibly harmless hack to prevent hangs.
Not sure where the problem is, but this fixes it pretty consistently for me... seems like lists are somehow not being processed after becoming processable?
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@ -304,6 +304,8 @@ void GLES_GPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat fo
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}
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bool GLES_GPU::FramebufferDirty() {
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// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
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ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
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// Allow it to process fully before deciding if it's dirty.
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SyncThread();
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@ -46,6 +46,8 @@ void GPUCommon::PopDLQueue() {
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}
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u32 GPUCommon::DrawSync(int mode) {
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// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
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ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
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// Sync first, because the CPU is usually faster than the emulated GPU.
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SyncThread();
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@ -93,6 +95,8 @@ void GPUCommon::CheckDrawSync() {
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}
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int GPUCommon::ListSync(int listid, int mode) {
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// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
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ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
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// Sync first, because the CPU is usually faster than the emulated GPU.
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SyncThread();
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