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Patch ExecuteIndirect call data to point to replayed GPU addresses
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@@ -27,7 +27,7 @@
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#include "d3d12_command_list.h"
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#include "d3d12_command_queue.h"
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std::vector<WrappedID3D12Resource::AddressRange> WrappedID3D12Resource::m_Addresses;
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std::vector<GPUAddressRange> WrappedID3D12Resource::m_Addresses;
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std::map<ResourceId, WrappedID3D12Resource *> WrappedID3D12Resource::m_List;
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std::map<WrappedID3D12PipelineState::DXBCKey, WrappedID3D12PipelineState::ShaderEntry *>
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