message: Correctly handle D3D12 resources with no sparse subresources at all
diff: @@ -1285,7 +1285,11 @@ void D3D12ResourceManager::Apply_InitialState(ID3D12DeviceChild *live,
  }
  const uint32_t *nextIncludedSubresource = data.subresources.begin();
  - if(data.subresources.empty() || *nextIncludedSubresource == ~0U)
  + // if no subresources were serialised, just skip!
  + if(data.subresources.empty())
  + numSubresources = 0;
  + // if ALL subresources were serialised, serialise them all
  + else if(*nextIncludedSubresource == ~0U)
  nextIncludedSubresource = NULL;
  UINT64 offset = 0;
  