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When GPU syncing, check that it's successful & wait long enough for TDR
* This means if we're trying to track a TDR by SINGLE_FLUSH_VALIDATE we will definitely catch it failing here.
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@@ -1815,9 +1815,13 @@ void WrappedID3D12Device::GPUSync()
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{
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m_GPUSyncCounter++;
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m_Queue->Signal(m_GPUSyncFence, m_GPUSyncCounter);
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HRESULT hr = m_Queue->Signal(m_GPUSyncFence, m_GPUSyncCounter);
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m_GPUSyncFence->SetEventOnCompletion(m_GPUSyncCounter, m_GPUSyncHandle);
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WaitForSingleObject(m_GPUSyncHandle, 2000);
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WaitForSingleObject(m_GPUSyncHandle, 10000);
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RDCASSERTEQUAL(hr, S_OK);
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hr = m_pDevice->GetDeviceRemovedReason();
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RDCASSERTEQUAL(hr, S_OK);
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}
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ID3D12GraphicsCommandList *WrappedID3D12Device::GetNewList()
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