Fix binding missing vertex buffer slots to zero data on D3D11 and D3D12
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@@ -85,6 +85,7 @@ public:
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CommandSignatureDX12* DispatchIndirectCommandSignature = nullptr;
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CommandSignatureDX12* DrawIndexedIndirectCommandSignature = nullptr;
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CommandSignatureDX12* DrawIndirectCommandSignature = nullptr;
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GPUBuffer* DummyVB = nullptr;
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D3D12_CPU_DESCRIPTOR_HANDLE NullSRV(D3D12_SRV_DIMENSION dimension) const;
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D3D12_CPU_DESCRIPTOR_HANDLE NullUAV() const;
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