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Behavior of TextureGpu::notifyDataIsReady changed. Calling it excessively is now considered incorrect. Documented in #101 Added mDataPreparationsPending which is required. Otherwise calling scheduleReupload (>=1x times) then destroying the texture will immediately destroy the pointer while it may actually be still used in the worker thread. Previously this was not needed because if a texture was in the worker thread, then it meant notifyDataIsReady had never been called yet since the last time we transitioned to Resident; thus destroyTexture would automatically delay the destruction.
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