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Use the largest possible resource when resolving addr -> resource
* There is ambiguity here and it seems that sometimes the runtime will care about which resource is picked even if they overlap.
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@@ -2357,6 +2357,15 @@ void GPUAddressRangeTracker::GetResIDFromAddr(D3D12_GPU_VIRTUAL_ADDRESS addr, Re
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return;
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range = *it;
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// find the largest resource containing this address - not perfect but helps with trivially bad
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// aliases where a tiny resource and a large resource are co-situated and the larger resource
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// needs to be used for validity
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while((it + 1)->start <= addr && (it + 1)->realEnd > range.realEnd)
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{
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it++;
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range = *it;
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}
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}
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if(addr < range.start || addr >= range.realEnd)
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