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Drop LazyInit() inside GetDebugManager()
* We call LazyInit() in the first swapchain create, and on replay log initialisation. This is guaranteed to be before we use it (on replay it will always be hit, and in program if there's no swapchain, we won't use the debug manager for text rendering). It's also late enough that it won't be triggered for every device while enumerating or such.
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@@ -232,7 +232,7 @@ public:
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ID3D11Device *GetReal() { return m_pDevice; }
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static const char *GetChunkName(uint32_t idx);
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D3D11DebugManager *GetDebugManager() { LazyInit(); return m_DebugManager; }
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D3D11DebugManager *GetDebugManager() { return m_DebugManager; }
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D3D11ResourceManager *GetResourceManager() { return m_ResourceManager; }
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D3D11Replay *GetReplay() { return &m_Replay; }
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