d3d12: properly clean textures
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@@ -91,7 +91,8 @@ size_t D3D12GSRender::UploadTextures()
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getCurrentResourceStorage().m_currentStorageOffset += textureSize;
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getCurrentResourceStorage().m_currentStorageOffset += textureSize;
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getCurrentResourceStorage().m_currentStorageOffset = (getCurrentResourceStorage().m_currentStorageOffset + 65536 - 1) & ~65535;
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getCurrentResourceStorage().m_currentStorageOffset = (getCurrentResourceStorage().m_currentStorageOffset + 65536 - 1) & ~65535;
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getCurrentResourceStorage().m_inflightResources.push_back(Texture);
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getCurrentResourceStorage().m_inflightResources.push_back(vramTexture);
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D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
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D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
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