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D3D12: Get rid of safe deletion macros
Anything these macros provided can be obsoleted by using the correct standard library types.
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@ -2,6 +2,8 @@
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <memory>
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/D3D12/D3DBase.h"
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@ -19,11 +21,11 @@ namespace DX12
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namespace D3D
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{
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static D3DStreamBuffer* s_texture_upload_stream_buffer = nullptr;
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static std::unique_ptr<D3DStreamBuffer> s_texture_upload_stream_buffer;
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void CleanupPersistentD3DTextureResources()
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{
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SAFE_DELETE(s_texture_upload_stream_buffer);
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s_texture_upload_stream_buffer.reset();
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}
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void ReplaceRGBATexture2D(ID3D12Resource* texture12, const u8* buffer, unsigned int width, unsigned int height, unsigned int src_pitch, unsigned int level, D3D12_RESOURCE_STATES current_resource_state)
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@ -32,7 +34,7 @@ void ReplaceRGBATexture2D(ID3D12Resource* texture12, const u8* buffer, unsigned
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if (!s_texture_upload_stream_buffer)
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{
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s_texture_upload_stream_buffer = new D3DStreamBuffer(4 * 1024 * 1024, 64 * 1024 * 1024, nullptr);
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s_texture_upload_stream_buffer = std::make_unique<D3DStreamBuffer>(4 * 1024 * 1024, 64 * 1024 * 1024, nullptr);
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}
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bool current_command_list_executed = s_texture_upload_stream_buffer->AllocateSpaceInBuffer(upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
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