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Destroy CommandExecutor
Nodes Before Waiting on Execution
`nodes` and `syncTextures` were cleared after waiting on the `CommandExecutor` fence rather than before, this wasted execution time after the wait for something that could be performed prior to the wait.
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@ -169,13 +169,13 @@ namespace skyline::gpu::interconnect {
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buffer->SynchronizeGuestWithCycle(cycle);
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buffer->SynchronizeGuestWithCycle(cycle);
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commandBuffer.end();
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commandBuffer.end();
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gpu.scheduler.SubmitCommandBuffer(commandBuffer, activeCommandBuffer.GetFence());
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gpu.scheduler.SubmitCommandBuffer(commandBuffer, activeCommandBuffer.GetFence());
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nodes.clear();
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syncTextures.clear();
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cycle = activeCommandBuffer.Reset();
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cycle = activeCommandBuffer.Reset();
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}
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}
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nodes.clear();
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syncTextures.clear();
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}
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}
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}
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}
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}
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}
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