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Use D3D11_COPY_DISCARD when updating our video texture
This ensures the driver knows it doesn't have to synchronize with the previous texture data.
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@@ -60,7 +60,7 @@ private:
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Microsoft::WRL::ComPtr<IDXGIFactory5> m_Factory;
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Microsoft::WRL::ComPtr<ID3D11Device> m_Device;
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Microsoft::WRL::ComPtr<IDXGISwapChain4> m_SwapChain;
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Microsoft::WRL::ComPtr<ID3D11DeviceContext> m_DeviceContext;
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Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_DeviceContext;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_RenderTargetView;
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SupportedFenceType m_FenceType;
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SDL_mutex* m_ContextLock;
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