d3d11: Fix bug creating static vertex buffers
The vertex data wasn't getting properly freed, it was actually setting the parameter itself to null for some reason.
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@@ -136,8 +136,6 @@ gs_vertex_buffer::gs_vertex_buffer(device_t device, struct vb_data *data,
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uvSizes.push_back(tverts->width * sizeof(float));
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}
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if (!dynamic) {
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bfree(data);
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data = NULL;
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}
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if (!dynamic)
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vbd.Clear();
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}
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