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Only add wrapped resources to list on replay (which is single threaded)
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@@ -28,7 +28,7 @@
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#include "d3d12_command_queue.h"
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GPUAddressRangeTracker WrappedID3D12Resource::m_Addresses;
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std::map<ResourceId, WrappedID3D12Resource *> WrappedID3D12Resource::m_List;
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std::map<ResourceId, WrappedID3D12Resource *> *WrappedID3D12Resource::m_List = NULL;
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std::map<WrappedID3D12PipelineState::DXBCKey, WrappedID3D12PipelineState::ShaderEntry *>
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WrappedID3D12PipelineState::m_Shaders;
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