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Clean up more dynamic allocations in the RD renderers with a focus on 2D.
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@@ -525,7 +525,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
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uint32_t flags = 0;
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};
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HashMap<TextureState, TextureInfo, HashableHasher<TextureState>> texture_info_map;
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HashMap<TextureState, TextureInfo, HashableHasher<TextureState>, HashMapComparatorDefault<TextureState>, PagedAllocator<HashMapElement<TextureState, TextureInfo>>> texture_info_map;
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// per-frame buffers
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struct DataBuffer {
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