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Call serialise function for AS builds
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@@ -996,8 +996,14 @@ void WrappedID3D12GraphicsCommandList::BuildRaytracingAccelerationStructure(
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// invalidating occupying previous acceleration structure(s) in order of command list execution.
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// It can also be updated but there are many update constraints around it.
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CACHE_THREAD_SERIALISER();
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SCOPED_SERIALISE_CHUNK(D3D12Chunk::List_BuildRaytracingAccelerationStructure);
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{
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CACHE_THREAD_SERIALISER();
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SCOPED_SERIALISE_CHUNK(D3D12Chunk::List_BuildRaytracingAccelerationStructure);
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Serialise_BuildRaytracingAccelerationStructure(ser, pDesc, NumPostbuildInfoDescs,
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pPostbuildInfoDescs);
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m_ListRecord->AddChunk(scope.Get(m_ListRecord->cmdInfo->alloc));
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}
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D3D12ResourceManager *resManager = m_pDevice->GetResourceManager();
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ResourceId asbWrappedResourceId;
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