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d3d12: Remove m_textureData heap since it wasn't used
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2 changed files with 0 additions and 4 deletions
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@ -585,7 +585,6 @@ D3D12GSRender::D3D12GSRender()
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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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D3D12GSRender::~D3D12GSRender()
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@ -593,7 +592,6 @@ D3D12GSRender::~D3D12GSRender()
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m_constantsData.Release();
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m_vertexIndexData.Release();
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m_textureUploadData.Release();
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m_textureData.Release();
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m_UAVHeap.m_heap->Release();
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m_readbackResources.m_heap->Release();
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m_texturesRTTs.clear();
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@ -1062,7 +1060,6 @@ void D3D12GSRender::Flip()
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m_constantsData.getCleaningFunction(),
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m_vertexIndexData.getCleaningFunction(),
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m_textureUploadData.getCleaningFunction(),
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m_textureData.getCleaningFunction()
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};
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std::lock_guard<std::mutex> lock(mut);
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@ -306,7 +306,6 @@ private:
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DataHeap<ID3D12Heap, 65536> m_vertexIndexData;
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// Texture storage
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DataHeap<ID3D12Heap, 65536> m_textureUploadData;
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DataHeap<ID3D12Heap, 65536> m_textureData;
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DataHeap<ID3D12Heap, 65536> m_UAVHeap;
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DataHeap<ID3D12Heap, 65536> m_readbackResources;
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