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Not sure complex resource releasing logic is needed
* I think we're mostly covered by the requirement that resources stay alive until GPU execution is finished.
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@@ -1284,8 +1284,6 @@ bool WrappedID3D12Device::Serialise_ReleaseResource(Serialiser *localSerialiser,
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void WrappedID3D12Device::ReleaseResource(ID3D12DeviceChild *res)
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{
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D3D12NOTIMP("ReleaseResource");
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ResourceId id = GetResID(res);
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{
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