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D3D12: Cleanup/refactoring of teardown process
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@ -715,7 +715,7 @@ void CreateRootSignatures()
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void WaitForOutstandingRenderingToComplete()
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{
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command_list_mgr->ClearQueueAndWaitForCompletionOfInflightWork();
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command_list_mgr->ExecuteQueuedWork(true);
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}
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void Close()
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@ -731,8 +731,6 @@ void Close()
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D3D::CleanupPersistentD3DTextureResources();
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command_list_mgr->ImmediatelyDestroyAllResourcesScheduledForDestruction();
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SAFE_RELEASE(s_swap_chain);
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command_list_mgr.reset();
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@ -816,15 +814,15 @@ unsigned int GetMaxTextureSize()
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void Reset()
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{
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command_list_mgr->ExecuteQueuedWork(true);
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// release all back buffer references
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for (UINT i = 0; i < ARRAYSIZE(s_backbuf); i++)
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{
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SAFE_RELEASE(s_backbuf[i]);
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}
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D3D::command_list_mgr->ImmediatelyDestroyAllResourcesScheduledForDestruction();
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// Block until all commands have finished.
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// This will also final-release all pending resources (including the backbuffer above)
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command_list_mgr->ExecuteQueuedWork(true);
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// resize swapchain buffers
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RECT client;
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