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Fence Manager: Force ordering on WFI.
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@ -54,6 +54,12 @@ public:
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delayed_destruction_ring.Tick();
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}
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// Unlike other fences, this one doesn't
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void SignalOrdering() {
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std::scoped_lock lock{buffer_cache.mutex};
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buffer_cache.AccumulateFlushes();
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}
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void SignalReference() {
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// Only sync references on High
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if (Settings::values.gpu_accuracy.GetValue() != Settings::GPUAccuracy::High) {
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