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Mark subresources with data as having data in serialiser
* This means that Map() calls won't redundantly generate more data on top of the data serialised with the texture creation chunk.
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@@ -233,7 +233,10 @@ vector<D3D11_SUBRESOURCE_DATA> WrappedID3D11Device::Serialise_CreateTextureData(
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record->NumSubResources = numSubresources;
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record->SubResources = new ResourceRecord*[record->NumSubResources];
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for(UINT s=0; s < numSubresources; s++)
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{
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record->SubResources[s] = new D3D11ResourceRecord(ResourceId());
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record->SubResources[s]->DataInSerialiser = HasData;
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}
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}
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RDCASSERT(record != NULL);
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