GPU/HW: Ensure buffers are unmapped before present
Darn DX11...
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@ -713,6 +713,10 @@ void GPU_HW::DestroyBuffers()
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{
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ClearDisplayTexture();
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DebugAssert((m_batch_vertex_ptr != nullptr) == (m_batch_index_ptr != nullptr));
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if (m_batch_vertex_ptr)
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UnmapGPUBuffer(0, 0);
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m_vram_upload_buffer.reset();
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m_vram_readback_download_texture.reset();
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g_gpu_device->RecycleTexture(std::move(m_downsample_texture));
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@ -3054,13 +3058,14 @@ void GPU_HW::DispatchRenderCommand()
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void GPU_HW::FlushRender()
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{
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if (m_batch_index_count == 0)
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return;
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const u32 base_vertex = m_batch_base_vertex;
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const u32 base_index = m_batch_base_index;
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const u32 index_count = m_batch_index_count;
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UnmapGPUBuffer(m_batch_vertex_count, m_batch_index_count);
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DebugAssert((m_batch_vertex_ptr != nullptr) == (m_batch_index_ptr != nullptr));
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if (m_batch_vertex_ptr)
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UnmapGPUBuffer(m_batch_vertex_count, index_count);
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if (index_count == 0)
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return;
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#ifdef _DEBUG
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GL_SCOPE_FMT("Hardware Draw {}", ++s_draw_number);
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