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			ID3D11DeviceContext_Map by default will force a CPU sync if the prior call to CopyResource has not completed, this change defers the mapping and sets the D3D11_MAP_FLAG_DO_NOT_WAIT when attempting to map the texture allowing the capture to continue without incurring an expensive CPU/GPU sync. A new tuneable has also been added * dxgi:maxTextures
		
			
				
	
	
		
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