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internal/graphicsdriver/directx: unmap constant buffers appropriately
Updates #2198
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@ -705,12 +705,16 @@ func (p *pipelineStates) newPipelineState(device *_ID3D12Device, vsh, psh *_ID3D
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func (p *pipelineStates) releaseConstantBuffers(frameIndex int) {
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func (p *pipelineStates) releaseConstantBuffers(frameIndex int) {
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for i := range p.constantBuffers[frameIndex] {
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for i := range p.constantBuffers[frameIndex] {
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p.constantBuffers[frameIndex][i].Unmap(0, nil)
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p.constantBuffers[frameIndex][i].Release()
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p.constantBuffers[frameIndex][i].Release()
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p.constantBuffers[frameIndex][i] = nil
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p.constantBuffers[frameIndex][i] = nil
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p.constantBufferMaps[frameIndex][i] = 0
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}
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}
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p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:0]
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p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:0]
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p.constantBufferMaps[frameIndex] = p.constantBufferMaps[frameIndex][:0]
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}
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}
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func (p *pipelineStates) resetConstantBuffers(frameIndex int) {
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func (p *pipelineStates) resetConstantBuffers(frameIndex int) {
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p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:0]
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p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:0]
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p.constantBufferMaps[frameIndex] = p.constantBufferMaps[frameIndex][:0]
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}
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}
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