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Fixed resource leak and crash at exit in the D3D11 renderer
Also, for some reason ID3D11DeviceContext_OMGetRenderTargets() was failing in the second read pixels call in the "testautomation --filter render_testViewport" test. We already know the target view, so just use that. (cherry picked from commit 619f65af0c390dd10bc0e6bf9dc1227e7ecee54d)
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@ -2143,7 +2143,7 @@ static int D3D11_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect,
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D3D11_BOX srcBox;
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D3D11_BOX srcBox;
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D3D11_MAPPED_SUBRESOURCE textureMemory;
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D3D11_MAPPED_SUBRESOURCE textureMemory;
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ID3D11DeviceContext_OMGetRenderTargets(data->d3dContext, 1, &renderTargetView, NULL);
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renderTargetView = D3D11_GetCurrentRenderTargetView(renderer);
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if (renderTargetView == NULL) {
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if (renderTargetView == NULL) {
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SDL_SetError("%s, ID3D11DeviceContext::OMGetRenderTargets failed", __FUNCTION__);
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SDL_SetError("%s, ID3D11DeviceContext::OMGetRenderTargets failed", __FUNCTION__);
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goto done;
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goto done;
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