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[client] network: fix ANGLE decoder synchronization
The dequant shader returned before workgroup barriers for missing blocks. Mask those blocks to zero so ANGLE's D3D compiler accepts the shader while every invocation reaches each barrier. The vcpkg ANGLE build also omitted upstream shared-context locking. Enable both locking definitions so decode dispatches cannot race the render thread through ANGLE's shared D3D11 state manager.
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@@ -1,6 +1,11 @@
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cmake_minimum_required(VERSION 3.20)
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project(looking-glass-client C CXX)
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if(WIN32)
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set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS
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"${PROJECT_SOURCE_DIR}/cmake/vcpkg-triplets/x64-windows-lg.cmake")
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endif()
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get_filename_component(PROJECT_TOP "${PROJECT_SOURCE_DIR}/.." ABSOLUTE)
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if(PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
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