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[d3d11] Lock in SynchronizeCsThread
This prevents fixes threading issues with D3D10 games when Present() gets called. Fixes #567.
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@ -547,6 +547,8 @@ namespace dxvk {
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void D3D11ImmediateContext::SynchronizeCsThread() {
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D3D10DeviceLock lock = LockContext();
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// Dispatch current chunk so that all commands
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// recorded prior to this function will be run
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FlushCsChunk();
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