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Splitscreen: the drain waits for the submit thread, not the device
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@@ -575,8 +575,9 @@ impl<'a> Split<'a> {
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}
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presented
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}
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/// Every player's frame submitted and the device idle: before anything reconfigures a
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/// surface, whose wait for the GPU breaks on a submission made while it waits.
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/// Every player's frame submitted by its submit thread, no device wait: before
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/// anything reconfigures a surface, whose wait for the GPU breaks on a submission
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/// made while it waits.
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fn wait_queues(&mut self) {
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let renderers = std::iter::once(&mut self.host.renderer)
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.chain(self.guests.iter_mut().map(|g| &mut g.game.renderer));
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