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Always bounds check number of descriptors even if range isn't unbounded
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@@ -1104,7 +1104,7 @@ void D3D12Replay::FillRootElements(const D3D12RenderState::RootSignature &rootSi
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desc += e->offset;
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desc += offset;
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if(num == UINT_MAX)
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if(num >= heap->GetNumDescriptors())
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{
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UINT availDescriptors = heap->GetNumDescriptors() - offset - UINT(e->offset);
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