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Don't serialise bytecode buffer if size is 0 - leave pointer as NULL
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@@ -209,7 +209,9 @@ void Serialiser::Serialise(const char *name, D3D12_SHADER_BYTECODE &el)
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el.pShaderBytecode = NULL;
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el.BytecodeLength = sz;
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}
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SerialiseBuffer("pShaderBytecode", (byte *&)el.pShaderBytecode, sz);
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if(dataSize > 0)
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SerialiseBuffer("pShaderBytecode", (byte *&)el.pShaderBytecode, sz);
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}
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template <>
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