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D3D12 ExecuteIndirect remove asserts on VB and IB
When doing partial replay the data is not guaranteed to be read back into the indirect buffer
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@@ -125,7 +125,6 @@ void D3D12RenderState::ResolvePendingIndirectState(WrappedID3D12Device *device)
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device->GetResIDFromOrigAddr(va, id, offs);
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ID3D12Resource *res = GetResourceManager()->GetLiveAs<ID3D12Resource>(id);
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RDCASSERT(res);
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if(arg.VertexBuffer.Slot >= vbuffers.size())
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vbuffers.resize(arg.VertexBuffer.Slot + 1);
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@@ -147,7 +146,6 @@ void D3D12RenderState::ResolvePendingIndirectState(WrappedID3D12Device *device)
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device->GetResIDFromOrigAddr(ib->BufferLocation, id, offs);
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ID3D12Resource *res = GetResourceManager()->GetLiveAs<ID3D12Resource>(id);
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RDCASSERT(res);
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ibuffer.buf = GetResID(res);
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ibuffer.offs = offs;
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