[D3D12] Await UpdateTileMappings when syncing with the GPU
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@@ -1658,14 +1658,11 @@ bool TextureCache::EnsureScaledResolveBufferResident(uint32_t start_unscaled,
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UINT heap_range_start_offset = 0;
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UINT range_tile_count =
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kScaledResolveHeapSize / D3D12_TILED_RESOURCE_TILE_SIZE_IN_BYTES;
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// FIXME(Triang3l): This may cause issues if the emulator is shut down
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// mid-frame and the heaps are destroyed before tile mappings are updated
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// (awaiting the fence won't catch this then). Defer this until the actual
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// command list submission.
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direct_queue->UpdateTileMappings(
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scaled_resolve_buffer_, 1, ®ion_start_coordinates, ®ion_size,
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scaled_resolve_heaps_[i], 1, &range_flags, &heap_range_start_offset,
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&range_tile_count, D3D12_TILE_MAPPING_FLAG_NONE);
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command_processor_.NotifyQueueOperationsDoneDirectly();
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}
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return true;
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}
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