d3d12: minor cleanup
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@@ -1066,7 +1066,6 @@ void D3D12GSRender::ExecCMD()
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check(commandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
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m_indexed_array.Reset();
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WriteDepthBuffer();
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}
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void D3D12GSRender::Flip()
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@@ -1163,11 +1162,6 @@ D3D12GSRender::ResourceStorage& D3D12GSRender::getNonCurrentResourceStorage()
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return m_perFrameStorage[1 - m_swapChain->GetCurrentBackBufferIndex()];
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}
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void D3D12GSRender::WriteDepthBuffer()
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{
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}
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ID3D12Resource * D3D12GSRender::writeColorBuffer(ID3D12Resource * RTT, ID3D12GraphicsCommandList * cmdlist)
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{
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ID3D12Resource *Result;
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