d3d12: Use ComPtr<> instead of manually releasing some structures

This commit is contained in:
Vincent Lejeune 2015-08-14 23:29:48 +02:00
parent 9cb88b3a8d
commit 09cc127dd9
8 changed files with 55 additions and 66 deletions

View file

@ -758,7 +758,7 @@ size_t D3D12GSRender::UploadTextures(ID3D12GraphicsCommandList *cmdlist)
}
else
{
vramTexture = uploadSingleTexture(m_textures[i], m_device, cmdlist, m_textureUploadData);
vramTexture = uploadSingleTexture(m_textures[i], m_device.Get(), cmdlist, m_textureUploadData);
m_texturesCache[texaddr] = vramTexture;
u32 s = (u32)align(getTextureSize(m_textures[i]), 4096);