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Don't release currentOffscreenRenderTargetView, we don't have a reference to it
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@@ -304,7 +304,6 @@ static void D3D11_ReleaseAll(SDL_Renderer *renderer)
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SAFE_RELEASE(data->vertexBuffers[i]);
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SAFE_RELEASE(data->vertexBuffers[i]);
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}
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}
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SAFE_RELEASE(data->inputLayout);
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SAFE_RELEASE(data->inputLayout);
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SAFE_RELEASE(data->currentOffscreenRenderTargetView);
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SAFE_RELEASE(data->mainRenderTargetView);
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SAFE_RELEASE(data->mainRenderTargetView);
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SAFE_RELEASE(data->swapChain);
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SAFE_RELEASE(data->swapChain);
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@@ -319,6 +318,7 @@ static void D3D11_ReleaseAll(SDL_Renderer *renderer)
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data->swapEffect = (DXGI_SWAP_EFFECT)0;
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data->swapEffect = (DXGI_SWAP_EFFECT)0;
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data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
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data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
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data->currentOffscreenRenderTargetView = NULL;
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data->currentRenderTargetView = NULL;
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data->currentRenderTargetView = NULL;
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data->currentRasterizerState = NULL;
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data->currentRasterizerState = NULL;
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data->currentBlendState = NULL;
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data->currentBlendState = NULL;
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