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Remove extra wait in sceGnmSubmitDone (#5060)
Seems I accidentally misunderstood something I saw in my decomp of the submit done ioctl. This one change effectively made submits synchronous, which was good for local testing, but effectively a hack. This will re-break a bunch of things who's PM4 type 0 issues were fixed by my submit fixes PR.
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@@ -2361,7 +2361,6 @@ s32 PS4_SYSV_ABI sceGnmSubmitDone() {
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submission_lock = true;
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}
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liverpool->SubmitDone();
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WaitGpuIdle();
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send_init_packet = true;
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++frames_submitted;
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DebugState.IncGnmFrameNum();
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