From 51c13435f5b305bf2d0699f1a18ce14aa1df87f5 Mon Sep 17 00:00:00 2001 From: baldurk Date: Thu, 20 Jun 2024 11:34:11 +0100 Subject: [PATCH] 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. --- renderdoc/driver/d3d12/d3d12_manager.cpp | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/renderdoc/driver/d3d12/d3d12_manager.cpp b/renderdoc/driver/d3d12/d3d12_manager.cpp index 138062005..779ca76c2 100644 --- a/renderdoc/driver/d3d12/d3d12_manager.cpp +++ b/renderdoc/driver/d3d12/d3d12_manager.cpp @@ -2357,6 +2357,15 @@ void GPUAddressRangeTracker::GetResIDFromAddr(D3D12_GPU_VIRTUAL_ADDRESS addr, Re return; range = *it; + + // find the largest resource containing this address - not perfect but helps with trivially bad + // aliases where a tiny resource and a large resource are co-situated and the larger resource + // needs to be used for validity + while((it + 1)->start <= addr && (it + 1)->realEnd > range.realEnd) + { + it++; + range = *it; + } } if(addr < range.start || addr >= range.realEnd)