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Correctly handle D3D12 resources with no sparse subresources at all
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@@ -1285,7 +1285,11 @@ void D3D12ResourceManager::Apply_InitialState(ID3D12DeviceChild *live,
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}
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const uint32_t *nextIncludedSubresource = data.subresources.begin();
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if(data.subresources.empty() || *nextIncludedSubresource == ~0U)
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// if no subresources were serialised, just skip!
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if(data.subresources.empty())
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numSubresources = 0;
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// if ALL subresources were serialised, serialise them all
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else if(*nextIncludedSubresource == ~0U)
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nextIncludedSubresource = NULL;
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UINT64 offset = 0;
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