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[d3d9] Fix crash if device is freed with bound textures
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@ -1358,8 +1358,6 @@ namespace dxvk {
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std::atomic<int64_t> m_availableMemory = { 0 };
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std::atomic<int64_t> m_availableMemory = { 0 };
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std::atomic<int32_t> m_samplerCount = { 0 };
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std::atomic<int32_t> m_samplerCount = { 0 };
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Direct3DState9 m_state;
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D3D9DeviceLostState m_deviceLostState = D3D9DeviceLostState::Ok;
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D3D9DeviceLostState m_deviceLostState = D3D9DeviceLostState::Ok;
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HWND m_fullscreenWindow = NULL;
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HWND m_fullscreenWindow = NULL;
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@ -1367,6 +1365,10 @@ namespace dxvk {
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lru_list<D3D9CommonTexture*> m_mappedTextures;
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lru_list<D3D9CommonTexture*> m_mappedTextures;
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#endif
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#endif
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// m_state should be declared last (i.e. freed first), because it
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// references objects that can call back into the device when freed.
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Direct3DState9 m_state;
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D3D9VkInteropDevice m_d3d9Interop;
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D3D9VkInteropDevice m_d3d9Interop;
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};
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};
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