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D3D12: Don't keep screenshot/encoder buffers mapped
Readback heaps do not support persistent mapping. See D3D12 docs.
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@ -486,11 +486,7 @@ HRESULT Create(HWND wnd)
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D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_DEPTHSTENCILVIEW_NOT_SET, // Benign.
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D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET, // Benign.
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D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH, // Benign.
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D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE, // Benign. Probably.
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D3D12_MESSAGE_ID_INVALID_SUBRESOURCE_STATE,
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D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // Benign.
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D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_GPU_WRITTEN_READBACK_RESOURCE_MAPPED, // Benign.
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D3D12_MESSAGE_ID_RESOURCE_BARRIER_BEFORE_AFTER_MISMATCH // Benign. Probably.
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};
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filter.DenyList.NumIDs = ARRAYSIZE(id_list);
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filter.DenyList.pIDList = id_list;
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