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Keep the texture alive during write.
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@ -418,6 +418,8 @@ public sealed class TextureManager : SingleTaskQueue, IDisposable
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using var w = new BinaryWriter(stream);
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header.Write(w);
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w.Write(input.Pixels);
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// No idea why this is necessary, but it is.
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GC.KeepAlive(input);
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}
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private readonly struct ImageInputData
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