[D3D12] Cleanup object destruction in Shutdown functions
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@@ -291,25 +291,13 @@ void TextureCache::Shutdown() {
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ClearCache();
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for (uint32_t i = 0; i < uint32_t(TileMode::kCount); ++i) {
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if (tile_pipelines_[i] != nullptr) {
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tile_pipelines_[i]->Release();
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tile_pipelines_[i] = nullptr;
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}
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}
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if (tile_root_signature_ != nullptr) {
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tile_root_signature_->Release();
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tile_root_signature_ = nullptr;
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ui::d3d12::util::ReleaseAndNull(tile_pipelines_[i]);
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}
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ui::d3d12::util::ReleaseAndNull(tile_root_signature_);
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for (uint32_t i = 0; i < uint32_t(LoadMode::kCount); ++i) {
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if (load_pipelines_[i] != nullptr) {
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load_pipelines_[i]->Release();
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load_pipelines_[i] = nullptr;
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}
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}
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if (load_root_signature_ != nullptr) {
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load_root_signature_->Release();
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load_root_signature_ = nullptr;
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ui::d3d12::util::ReleaseAndNull(load_pipelines_[i]);
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}
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ui::d3d12::util::ReleaseAndNull(load_root_signature_);
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}
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void TextureCache::ClearCache() {
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