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Properly release all D3D12 objects
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@@ -498,6 +498,11 @@ D3D12DebugManager::~D3D12DebugManager()
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SAFE_RELEASE(m_DiscardFloatPS);
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SAFE_RELEASE(m_DiscardIntPS);
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SAFE_RELEASE(m_EIPatchRootSig);
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SAFE_RELEASE(m_EIPatchBufferData);
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SAFE_RELEASE(m_EIPatchPso);
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SAFE_RELEASE(m_EIPatchScratchBuffer);
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SAFE_RELEASE(m_DebugAlloc);
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SAFE_RELEASE(m_DebugList);
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SAFE_RELEASE(m_DebugFence);
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@@ -77,6 +77,11 @@ void D3D12Replay::Shutdown()
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FreeLibrary(D3D12Lib);
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D3D12_CleanupReplaySDK();
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// we should have unloaded both modules here by now. If we haven't - we probably leaked some D3D12
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// objects. This can cause subsequent captures to fail to open.
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RDCASSERT(GetModuleHandleA("d3d12.dll") == NULL);
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RDCASSERT(GetModuleHandleA("d3d12core.dll") == NULL);
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}
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void D3D12Replay::Initialise(IDXGIFactory1 *factory)
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