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D3D12 Mesh Dispatch PostVS show error when mesh buffer is too large
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@@ -2479,6 +2479,15 @@ void D3D12Replay::InitPostMSBuffers(uint32_t eventId)
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desc.SampleDesc.Quality = 0;
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desc.Width = layout.meshletByteSize * totalNumMeshlets;
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if(desc.Width > INT32_MAX)
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{
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SAFE_RELEASE(annotatedSig);
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SAFE_RELEASE(ampBuffer);
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ret.meshout.status = "Mesh output buffer is too large, try reducing dispatch dimensions";
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RDCERR("%s", ret.meshout.status.c_str());
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return;
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}
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D3D12_HEAP_PROPERTIES heapProps;
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heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
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heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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