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GPU: Fix memory leak when creating D3D12 compute pipelines
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@@ -2953,8 +2953,6 @@ static SDL_GPUComputePipeline *D3D12_CreateComputePipeline(
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const SDL_GPUComputePipelineCreateInfo *createinfo)
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{
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D3D12Renderer *renderer = (D3D12Renderer *)driverData;
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void *bytecode;
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size_t bytecodeSize;
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ID3D12PipelineState *pipelineState;
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if (!D3D12_INTERNAL_CreateShaderBytecode(
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@@ -2962,8 +2960,8 @@ static SDL_GPUComputePipeline *D3D12_CreateComputePipeline(
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createinfo->code,
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createinfo->code_size,
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createinfo->format,
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&bytecode,
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&bytecodeSize)) {
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NULL,
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NULL)) {
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return NULL;
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}
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@@ -2972,13 +2970,12 @@ static SDL_GPUComputePipeline *D3D12_CreateComputePipeline(
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createinfo);
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if (rootSignature == NULL) {
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SDL_free(bytecode);
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SET_STRING_ERROR_AND_RETURN("Could not create root signature!", NULL);
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}
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D3D12_COMPUTE_PIPELINE_STATE_DESC pipelineDesc;
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pipelineDesc.CS.pShaderBytecode = bytecode;
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pipelineDesc.CS.BytecodeLength = bytecodeSize;
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pipelineDesc.CS.pShaderBytecode = createinfo->code;
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pipelineDesc.CS.BytecodeLength = createinfo->code_size;
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pipelineDesc.pRootSignature = rootSignature->handle;
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pipelineDesc.CachedPSO.CachedBlobSizeInBytes = 0;
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pipelineDesc.CachedPSO.pCachedBlob = NULL;
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@@ -2993,7 +2990,6 @@ static SDL_GPUComputePipeline *D3D12_CreateComputePipeline(
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if (FAILED(res)) {
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D3D12_INTERNAL_SetError(renderer, "Could not create compute pipeline state", res);
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SDL_free(bytecode);
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return NULL;
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}
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@@ -3002,7 +2998,6 @@ static SDL_GPUComputePipeline *D3D12_CreateComputePipeline(
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if (!computePipeline) {
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ID3D12PipelineState_Release(pipelineState);
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SDL_free(bytecode);
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return NULL;
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}
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