message: This should fix the race condition issue with GPU resource loading and FutureResult objects.
diff: @@ -427,7 +427,7 @@ namespace NovelRT::Ecs::Graphics
  concurrentPtr->ecsId = _textureIdFactory.GetNext();
  _texturesToInitialise.push(concurrentPtr);
  - return Threading::FutureResult<TextureInfo>(concurrentPtr, TextureInfo{});
  + return Threading::FutureResult<TextureInfo>(concurrentPtr, *concurrentPtr);
  }
  return Threading::FutureResult<TextureInfo>(resultIterator->second, TextureInfo{});
  @@ -456,7 +456,7 @@ namespace NovelRT::Ecs::Graphics
  ptr->ecsId = _textureIdFactory.GetNext();
  _texturesToInitialise.push(ptr);
  - return Threading::FutureResult<TextureInfo>(ptr, TextureInfo{});
  + return Threading::FutureResult<TextureInfo>(ptr, *ptr);
  }
  Threading::ConcurrentSharedPtr<TextureInfo> DefaultRenderingSystem::GetExistingTexture(Atom ecsId)
  