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Make sure shadow pointers for persistent maps are initialised correctly
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@@ -380,6 +380,10 @@ void WrappedOpenGL::Common_glNamedBufferStorageEXT(ResourceId id, GLsizeiptr siz
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// persistent maps always need both sets of shadow storage, so allocate up front.
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record->AllocShadowStorage(size);
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// ensure shadow pointers have up to date data for diffing
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memcpy(record->GetShadowPtr(0), data, size);
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memcpy(record->GetShadowPtr(1), data, size);
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}
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}
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else
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