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GPU/HW: Fix copy pipeline not getting destroyed
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@ -885,9 +885,7 @@ bool GPU_HW::CompilePipelines()
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std::unique_ptr<GPUShader> fullscreen_quad_vertex_shader =
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g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GenerateScreenQuadVertexShader());
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std::unique_ptr<GPUShader> uv_quad_vertex_shader =
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g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GenerateUVQuadVertexShader());
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if (!fullscreen_quad_vertex_shader || !uv_quad_vertex_shader)
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if (!fullscreen_quad_vertex_shader)
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return false;
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progress.Increment();
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@ -1157,6 +1155,8 @@ void GPU_HW::DestroyPipelines()
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destroy(m_downsample_composite_pass_pipeline);
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m_downsample_composite_sampler.reset();
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m_copy_pipeline.reset();
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m_display_pipelines.enumerate(destroy);
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}
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