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Ensure we sync GPU work before destroying an output window on D3D12
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@@ -210,6 +210,8 @@ void D3D12Replay::DestroyOutputWindow(uint64_t id)
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OutputWindow &outw = it->second;
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m_pDevice->FlushLists(true);
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SAFE_RELEASE(outw.swap);
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SAFE_RELEASE(outw.bb[0]);
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SAFE_RELEASE(outw.bb[1]);
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