GPU: Fix memory leak when creating D3D12 compute pipelines #14760
+4
−9
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D3D12_CreateComputePipeline() currently leaks memory on the success path as it makes a copy of the shader bytecode but never releases it. As D3D12 doesn't need the bytecode to remain valid after the call to ID3D12Device_CreateComputePipelineState() it's possible to use the original bytecode and avoid the copy outright.
This PR was made blindly via the GitHub website. I have not tested this change directly.