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Fix race condition when keeping D3D12 buffers alive during capture
* There was a gap between stopping active capturing (meaning newly created buffers are given an extra refcount) and releasing the extra refcount. Any newly created buffers in that gap would still be released but that would mean one of the application's ref's is removed, possibly destroying a buffer by mistake. * Instead we keep a specific list of buffers that we're extending so that we know that the buffers we release are exactly those we gave extra refs to.
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