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Fix crash due to unallocated compute descriptor
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@@ -370,6 +370,8 @@ bool WrappedID3D12Device::Serialise_CreateComputePipelineState(
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WrappedID3D12PipelineState *wrapped = new WrappedID3D12PipelineState(ret, this);
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ret = wrapped;
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wrapped->compute = new D3D12_COMPUTE_PIPELINE_STATE_DESC(Descriptor);
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wrapped->compute->CS.pShaderBytecode =
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WrappedID3D12PipelineState::AddShader(wrapped->compute->CS, this);
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