d3d12; Clean resource sooner and fix crash with VS debugger.
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@@ -95,6 +95,10 @@ void D3D12GSRender::ResourceStorage::Reset()
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std::get<2>(tmp)->Release();
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for (auto tmp : m_inUseTexture2D)
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std::get<2>(tmp)->Release();
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m_inUseConstantsBuffers.clear();
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m_inUseVertexIndexBuffers.clear();
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m_inUseTextureUploadBuffers.clear();
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m_inUseTexture2D.clear();
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m_commandAllocator->Reset();
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m_textureUploadCommandAllocator->Reset();
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@@ -1132,6 +1136,14 @@ void D3D12GSRender::Flip()
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// Flush
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m_texturesCache.clear();
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m_texturesRTTs.clear();
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getNonCurrentResourceStorage().m_inUseConstantsBuffers = m_constantsData.m_resourceStoredSinceLastSync;
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m_constantsData.m_resourceStoredSinceLastSync.clear();
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getNonCurrentResourceStorage().m_inUseVertexIndexBuffers = m_vertexIndexData.m_resourceStoredSinceLastSync;
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m_vertexIndexData.m_resourceStoredSinceLastSync.clear();
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getNonCurrentResourceStorage().m_inUseTextureUploadBuffers = m_textureUploadData.m_resourceStoredSinceLastSync;
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m_textureUploadData.m_resourceStoredSinceLastSync.clear();
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getNonCurrentResourceStorage().m_inUseTexture2D = m_textureData.m_resourceStoredSinceLastSync;
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m_textureData.m_resourceStoredSinceLastSync.clear();
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if (getCurrentResourceStorage().m_frameFinishedHandle)
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{
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@@ -1150,15 +1162,6 @@ void D3D12GSRender::Flip()
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getCurrentResourceStorage().Reset();
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}
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getCurrentResourceStorage().m_inUseConstantsBuffers = m_constantsData.m_resourceStoredSinceLastSync;
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m_constantsData.m_resourceStoredSinceLastSync.clear();
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getCurrentResourceStorage().m_inUseVertexIndexBuffers = m_vertexIndexData.m_resourceStoredSinceLastSync;
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m_vertexIndexData.m_resourceStoredSinceLastSync.clear();
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getCurrentResourceStorage().m_inUseTextureUploadBuffers = m_textureUploadData.m_resourceStoredSinceLastSync;
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m_textureUploadData.m_resourceStoredSinceLastSync.clear();
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getCurrentResourceStorage().m_inUseTexture2D = m_textureData.m_resourceStoredSinceLastSync;
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m_textureData.m_resourceStoredSinceLastSync.clear();
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m_frame->Flip(nullptr);
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}
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