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Fix a crash when patching ray dispatches after device lost
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@@ -2292,8 +2292,12 @@ void D3D12RTManager::PrepareRayDispatchBuffer(GPUAddressRangeTracker *origAddres
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D3D12GpuBufferHeapMemoryFlag::Default, lookupData.size(), 256,
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&m_LookupBuffer);
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memcpy(m_LookupBuffer->Map(), lookupData.data(), lookupData.size());
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m_LookupBuffer->Unmap();
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void *ptr = m_LookupBuffer ? m_LookupBuffer->Map() : NULL;
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if(ptr)
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{
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memcpy(m_LookupBuffer->Map(), lookupData.data(), lookupData.size());
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m_LookupBuffer->Unmap();
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}
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D3D12_GPU_VIRTUAL_ADDRESS baseAddr = m_LookupBuffer->Address();
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m_LookupAddrs[0] = baseAddr + ObjectLookupOffset;
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