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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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@ -29,7 +29,6 @@ private:
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D3D12_CPU_DESCRIPTOR_HANDLE m_out_rtv_cpu = {};
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ID3D12Resource* m_out_readback_buffer = nullptr;
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void* m_out_readback_buffer_data = nullptr;
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ID3D12Resource* m_encode_params_buffer = nullptr;
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void* m_encode_params_buffer_data = nullptr;
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