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Fix off-by-one error accessing deferred shadow buffers in D3D11 record
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@@ -97,7 +97,7 @@ struct D3D11ResourceRecord : public ResourceRecord
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return;
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}
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DeferredShadow[ctx].Alloc(size);
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DeferredShadow[ctx - 1].Alloc(size);
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}
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bool VerifyShadowStorage(size_t ctx)
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@@ -105,7 +105,7 @@ struct D3D11ResourceRecord : public ResourceRecord
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if(ctx == 0)
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return ImmediateShadow.Verify();
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return DeferredShadow[ctx].Verify();
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return DeferredShadow[ctx - 1].Verify();
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}
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void FreeShadowStorage()
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