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531e35b6d5
sceAgcDriverSubmitAcb submissions never produced a completion interrupt. NotifySubmittedDcbCompleted returned early for anything that was not the graphics queue, so an ACB reaching its ordered-queue fence published nothing. UE 4.27's dynamic-resolution GPU-timing heuristic parks the game thread on exactly that interrupt, so the render side never advanced and Silent Hill: The Short Message deadlocked after its first frame. Give every queue a CompletionEventId: 0 for graphics (what it already published) and the owner handle from sceAgcDriverSubmitAcb rdi for a compute queue, which is the same value the guest passes to sceAgcDriverAddEqEvent. Publish under that ident from the existing fence point, which both PumpSubmittedQueue and ResumeSuspendedDcb already reach only after the submission is fully parsed. Delivery is synchronous on the ordered guest-action queue rather than on a ThreadPool hop with a sleep. That action runs after the logical queue has flushed and waited for its latest fence, which is the moment hardware would raise end-of-pipe. Deferring past it can only make the interrupt late and reorder it against registration changes. Gating: the per-queue completion event is unconditional, because completion interrupts do fire on real hardware and because delivery is registration-gated -- TriggerRegisteredEvents only queues onto equeues that registered this exact (ident, graphics filter) pair, and sceAgcDriverAddEqEvent is the only producer of graphics registrations. A title that never registers its ACB owner handle observes no change. SHARPEMU_AGC_SUBMIT_COMPLETION_EVENT is left to gate only the broad ident-ignoring fan-out (TriggerRegisteredEventsDistinct), which is a compatibility guess rather than hardware behavior; it also stays scoped to the graphics queue where it was measured, so enabling the flag does not newly fan out across compute queues.