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Fill out resource descriptions in each driver
* For Vulkan and D3D12, we now create a dummy command buffer to ensure that there's actually a chunk available to correspond to the command buffer that gets submitted or recorded to.
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@@ -31,6 +31,7 @@
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GPUAddressRangeTracker WrappedID3D12Resource::m_Addresses;
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std::map<ResourceId, WrappedID3D12Resource *> *WrappedID3D12Resource::m_List = NULL;
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std::map<WrappedID3D12PipelineState::DXBCKey, WrappedID3D12Shader *> WrappedID3D12Shader::m_Shaders;
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bool WrappedID3D12Shader::m_InternalResources = false;
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const GUID RENDERDOC_ID3D12ShaderGUID_ShaderDebugMagicValue = RENDERDOC_ShaderDebugMagicValue_struct;
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