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Fix size clamp being backwards for D3D12 index buffers
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@@ -1412,7 +1412,10 @@ void D3D12PipelineStateViewer::setState()
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node->setTag(QVariant::fromValue(
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D3D12VBIBTag(state.inputAssembly.indexBuffer.resourceId,
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state.inputAssembly.indexBuffer.byteOffset + drawOffset,
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qMin(state.inputAssembly.indexBuffer.byteSize - drawOffset, 0U), iformat)));
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drawOffset > state.inputAssembly.indexBuffer.byteSize
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? 0
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: state.inputAssembly.indexBuffer.byteSize - drawOffset,
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iformat)));
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for(const D3D12Pipe::ResourceData &res : m_Ctx.CurD3D12PipelineState()->resourceStates)
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{
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@@ -1460,7 +1463,10 @@ void D3D12PipelineStateViewer::setState()
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node->setTag(QVariant::fromValue(
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D3D12VBIBTag(state.inputAssembly.indexBuffer.resourceId,
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state.inputAssembly.indexBuffer.byteOffset + drawOffset,
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qMin(state.inputAssembly.indexBuffer.byteSize - drawOffset, 0U), iformat)));
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drawOffset > state.inputAssembly.indexBuffer.byteSize
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? 0
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: state.inputAssembly.indexBuffer.byteSize - drawOffset,
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iformat)));
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for(const D3D12Pipe::ResourceData &res : m_Ctx.CurD3D12PipelineState()->resourceStates)
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{
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