Fixing broken instruction offsets on block splits.
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@@ -151,7 +151,7 @@ void D3D11GraphicsSystem::Pump() {
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DispatchInterruptCallback(0);
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} else {
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// If we have gone too long without an interrupt, fire one.
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if (xe_pal_now() - last_interrupt_time_ > 16 / 1000.0) {
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if (xe_pal_now() - last_interrupt_time_ > 500 / 1000.0) {
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DispatchInterruptCallback(0);
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}
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}
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