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Don't treat missing BLASs as fatal
* It's possible to create a TLAS referencing a BLAS, destroy the buffer backing the BLAS, and we won't know the TLAS is invalid and will try to serialise it.
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@@ -1218,11 +1218,9 @@ bool D3D12ResourceManager::Serialise_InitialState(SerialiserType &ser, ResourceI
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if(blasId == ResourceId() || blas == NULL)
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{
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RDResult err;
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SET_ERROR_RESULT(err, ResultCode::APIDataCorrupted,
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"BLAS referenced by TLAS is not available on replay");
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m_Device->ReportFatalError(err);
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return false;
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RDCWARN("BLAS referenced by TLAS is not available on replay - possibly stale TLAS");
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blasAddrs[i] = 0;
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continue;
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}
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blasAddrs[i] = blas->GetGPUVirtualAddress() + blasOffs;
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