Fix all D3D12 object memory leaks.
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@@ -144,7 +144,7 @@ class RenderingDeviceDriverD3D12 : public RenderingDeviceDriver {
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class CPUDescriptorsHeapPool;
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struct CPUDescriptorsHeapHandle {
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ID3D12DescriptorHeap *heap = nullptr;
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ComPtr<ID3D12DescriptorHeap> heap;
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CPUDescriptorsHeapPool *pool = nullptr;
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uint32_t offset = 0;
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uint32_t base_offset = 0;
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@@ -158,7 +158,7 @@ class RenderingDeviceDriverD3D12 : public RenderingDeviceDriver {
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Mutex mutex;
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struct FreeBlockInfo {
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ID3D12DescriptorHeap *heap = nullptr;
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ComPtr<ID3D12DescriptorHeap> heap;
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uint32_t global_offset = 0; // Global offset in an address space shared by all the heaps.
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uint32_t base_offset = 0; // The offset inside the space of this heap.
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uint32_t size = 0;
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@@ -792,7 +792,7 @@ public:
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};
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struct PipelineInfo {
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ID3D12PipelineState *pso = nullptr;
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ComPtr<ID3D12PipelineState> pso;
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const ShaderInfo *shader_info = nullptr;
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RenderPipelineInfo render_info;
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};
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