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Verify callable shaders (assuming anyone ever uses them)
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@@ -841,6 +841,19 @@ void D3D12RTManager::Verify(PatchedRayDispatch &r)
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resHeap, sampHeap);
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}
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if(r.desc.CallableShaderTable.StartAddress)
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{
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if(r.desc.CallableShaderTable.StrideInBytes == 0)
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r.desc.CallableShaderTable.StrideInBytes = r.desc.CallableShaderTable.SizeInBytes;
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for(UINT64 i = 0;
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i < r.desc.CallableShaderTable.SizeInBytes / r.desc.CallableShaderTable.StrideInBytes; i++)
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VerifyRecord(r.desc.CallableShaderTable.StrideInBytes,
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data + callOffs + r.desc.CallableShaderTable.StrideInBytes * i,
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data + r.resources.patchScratchBuffer->Size() + callOffs +
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r.desc.CallableShaderTable.StrideInBytes * i,
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resHeap, sampHeap);
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}
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r.resources.readbackBuffer->Unmap();
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}
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