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Make sure to delete records when resources are destroyed.
* If we're capturing, the frame references will keep the resource alive and the application has to at least keep resources alive until after GPU execution is finished.
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@@ -1556,6 +1556,11 @@ void WrappedID3D12Device::ReleaseResource(ID3D12DeviceChild *res)
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m_ResourceStates.erase(id);
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}
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D3D12ResourceRecord *record = GetRecord(res);
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if(record)
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record->Delete(GetResourceManager());
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// wrapped resources get released all the time, we don't want to
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// try and slerp in a resource release. Just the explicit ones
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if(m_State < WRITING)
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