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Fix another resource leak, and fix one of the last leak fixes :P
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@ -64,9 +64,8 @@ DepalShaderCacheD3D11::DepalShaderCacheD3D11(ID3D11Device *device, ID3D11DeviceC
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DepalShaderCacheD3D11::~DepalShaderCacheD3D11() {
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Clear();
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if (vertexShader_) {
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vertexShader_->Release();
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}
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vertexShader_->Release();
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inputLayout_->Release();
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}
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u32 DepalShaderCacheD3D11::GenerateShaderID(GEPaletteFormat clutFormat, GEBufferFormat pixelFormat) {
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@ -129,6 +129,7 @@ void DrawEngineD3D11::ClearTrackedVertexArrays() {
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}
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void DrawEngineD3D11::DestroyDeviceObjects() {
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ClearTrackedVertexArrays();
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delete tessDataTransfer;
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delete pushVerts_;
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delete pushInds_;
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