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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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@@ -7,3 +7,13 @@ if(PORT STREQUAL "openssl")
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else()
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set(VCPKG_LIBRARY_LINKAGE dynamic)
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endif()
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if(PORT STREQUAL "angle")
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# ANGLE's D3D state cache is shared across contexts. Serialize access and
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# dirty cached state whenever calls switch between shared contexts.
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string(CONCAT ANGLE_CONTEXT_FLAGS
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" /DANGLE_ENABLE_SHARE_CONTEXT_LOCK=1"
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" /DANGLE_FORCE_CONTEXT_CHECK_EVERY_CALL=1")
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string(APPEND VCPKG_C_FLAGS "${ANGLE_CONTEXT_FLAGS}")
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string(APPEND VCPKG_CXX_FLAGS "${ANGLE_CONTEXT_FLAGS}")
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endif()
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