fix: index buffer barrier
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@@ -3605,7 +3605,7 @@ void UpdateRenderData(
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{
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Entity entity = vis.scene->meshes.GetEntity(i);
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const MeshComponent& mesh = vis.scene->meshes[i];
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barrier_stack.push_back(GPUBarrier::Buffer(&mesh.indexBuffer, ResourceState::UNDEFINED, ResourceState::INDEX_BUFFER | ResourceState::SHADER_RESOURCE));
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barrier_stack.push_back(GPUBarrier::Buffer(&mesh.indexBuffer, ResourceState::INDEX_BUFFER, ResourceState::INDEX_BUFFER | ResourceState::SHADER_RESOURCE));
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if (mesh.dirty_subsets)
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{
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