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d3d12: Fix crash at exit + tweak heap sizes to make dice test working
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parent
75a52219e0
commit
17e169e652
2 changed files with 3 additions and 3 deletions
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@ -376,8 +376,8 @@ D3D12GSRender::D3D12GSRender()
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m_rtts.Init(m_device);
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m_constantsData.Init(m_device, 1024 * 1024 * 128, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_vertexIndexData.Init(m_device, 1024 * 1024 * 128, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
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m_constantsData.Init(m_device, 1024 * 1024 * 64, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_vertexIndexData.Init(m_device, 1024 * 1024 * 384, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
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m_textureUploadData.Init(m_device, 1024 * 1024 * 256, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
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m_textureData.Init(m_device, 1024 * 1024 * 512, D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES);
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}
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@ -152,7 +152,7 @@ struct DataHeap
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m_heap->Release();
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for (auto tmp : m_resourceStoredSinceLastSync)
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{
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std::get<2>(tmp)->Release();
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SAFE_RELEASE(std::get<2>(tmp));
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}
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}
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};
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