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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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@ -44,8 +44,8 @@ void VertexManager::CreateDeviceObjects()
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m_vertex_draw_offset = 0;
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m_index_draw_offset = 0;
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m_vertex_stream_buffer = new D3DStreamBuffer(VertexManager::MAXVBUFFERSIZE * 2, MAX_VBUFFER_SIZE, &m_vertex_stream_buffer_reallocated);
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m_index_stream_buffer = new D3DStreamBuffer(VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 2, VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 16, &m_index_stream_buffer_reallocated);
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m_vertex_stream_buffer = std::make_unique<D3DStreamBuffer>(MAXVBUFFERSIZE * 2, MAX_VBUFFER_SIZE, &m_vertex_stream_buffer_reallocated);
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m_index_stream_buffer = std::make_unique<D3DStreamBuffer>(MAXIBUFFERSIZE * sizeof(u16) * 2, MAXIBUFFERSIZE * sizeof(u16) * 16, &m_index_stream_buffer_reallocated);
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SetIndexBuffer();
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@ -57,8 +57,8 @@ void VertexManager::CreateDeviceObjects()
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void VertexManager::DestroyDeviceObjects()
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{
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SAFE_DELETE(m_vertex_stream_buffer);
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SAFE_DELETE(m_index_stream_buffer);
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m_vertex_stream_buffer.reset();
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m_index_stream_buffer.reset();
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m_vertex_cpu_buffer.clear();
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m_index_cpu_buffer.clear();
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