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Add some DX12 performance optimisations
* Switches some contended mutexes for R/W locks
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@@ -446,7 +446,7 @@ HRESULT STDMETHODCALLTYPE WrappedID3D12Resource::WriteToSubresource(UINT DstSubr
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void WrappedID3D12Resource::RefBuffers(D3D12ResourceManager *rm)
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{
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// only buffers go into m_Addresses
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SCOPED_LOCK(m_Addresses.addressLock);
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SCOPED_READLOCK(m_Addresses.addressLock);
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for(size_t i = 0; i < m_Addresses.addresses.size(); i++)
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rm->MarkResourceFrameReferenced(m_Addresses.addresses[i].id, eFrameRef_Read);
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}
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