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Don't bounds check bindset against spaces in D3D12
* In D3D12 bindset != space because spaces can be incredibly sparse and are arbitrary. So we can't check that the bindset is in 0...#spaces.
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@@ -926,7 +926,7 @@ BoundCBuffer PipeState::GetConstantBuffer(ShaderStage stage, uint32_t BufIdx, ui
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if(space == -1)
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return BoundCBuffer();
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if(bind.bindset >= s.spaces.count() || bind.bind >= s.spaces[space].constantBuffers.count())
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if(space >= s.spaces.count() || bind.bind >= s.spaces[space].constantBuffers.count())
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return BoundCBuffer();
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const D3D12Pipe::ConstantBuffer &descriptor = s.spaces[space].constantBuffers[bind.bind];
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