D3D12 Mesh Dispatch PostVS show error when mesh buffer is too large

This commit is contained in:
Jake Turner
2026-02-23 10:56:22 +00:00
parent f9a3cf6193
commit 2815523744
+9
View File
@@ -2479,6 +2479,15 @@ void D3D12Replay::InitPostMSBuffers(uint32_t eventId)
desc.SampleDesc.Quality = 0;
desc.Width = layout.meshletByteSize * totalNumMeshlets;
if(desc.Width > INT32_MAX)
{
SAFE_RELEASE(annotatedSig);
SAFE_RELEASE(ampBuffer);
ret.meshout.status = "Mesh output buffer is too large, try reducing dispatch dimensions";
RDCERR("%s", ret.meshout.status.c_str());
return;
}
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;