message: Make D3D12 initial state resource padding more generous
diff: @@ -400,19 +400,16 @@ uint64_t D3D12ResourceManager::GetSize_InitialState(ResourceId id, const D3D12In
  {
  ID3D12Resource *buf = (ID3D12Resource *)data.resource;
  - // readback heaps have already been copied to a buffer, so use that length
  - if(data.tag == D3D12InitialContents::MapDirect)
  - return WriteSerialiser::GetChunkAlignment() + 16 + uint64_t(data.dataSize);
  -
  - uint64_t ret =
  - WriteSerialiser::GetChunkAlignment() + 16 + uint64_t(buf ? buf->GetDesc().Width : 0);
  -
  - ret += 16;
  + uint64_t ret = WriteSerialiser::GetChunkAlignment() + 64;
  if(data.sparseTable)
  ret += 16 + data.sparseTable->GetSerialiseSize();
  - return ret;
  + // readback heaps have already been copied to a buffer, so use that length
  + if(data.tag == D3D12InitialContents::MapDirect)
  + return ret + uint64_t(data.dataSize);
  +
  + return ret + uint64_t(buf ? buf->GetDesc().Width : 0);
  }
  else
  {
  