D3D12: Don't clear texture SRV on destruction, as it may still be in use
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@ -261,17 +261,6 @@ void D3DTexture2D::TransitionToResourceState(ID3D12GraphicsCommandList* command_
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D3DTexture2D::~D3DTexture2D()
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{
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DX12::D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_tex12);
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if (m_srv12_cpu.ptr)
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{
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D3D12_SHADER_RESOURCE_VIEW_DESC null_srv_desc = {};
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null_srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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null_srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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null_srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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DX12::D3D::device12->CreateShaderResourceView(NULL, &null_srv_desc, m_srv12_cpu);
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}
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}
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} // namespace DX12
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