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Only one callstack may be in-flight at any time.
Save for the allocated callstack, but this will be solved in another way. There's no need to keep pending callstacks in a map.
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@@ -484,7 +484,8 @@ private:
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GpuCtxData* m_gpuCtxMap[256];
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flat_hash_map<uint64_t, StringLocation, nohash<uint64_t>> m_pendingCustomStrings;
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flat_hash_map<uint64_t, uint32_t> m_pendingCallstacks;
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uint64_t m_pendingCallstackPtr = 0;
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uint32_t m_pendingCallstackId;
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flat_hash_map<uint64_t, int32_t, nohash<uint64_t>> m_pendingSourceLocationPayload;
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Vector<uint64_t> m_sourceLocationQueue;
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flat_hash_map<uint64_t, uint32_t, nohash<uint64_t>> m_sourceLocationShrink;
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