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Don't register initial contents as live resources, just wrap them
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@@ -469,8 +469,10 @@ bool D3D12ResourceManager::Serialise_InitialState(ResourceId resid, ID3D12Device
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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ID3D12DescriptorHeap *copyheap = NULL;
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HRESULT hr =
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m_Device->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)©heap);
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HRESULT hr = m_Device->GetReal()->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap),
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(void **)©heap);
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copyheap = new WrappedID3D12DescriptorHeap(copyheap, m_Device, desc);
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if(FAILED(hr))
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{
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