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Set the correct number of elements in LaneBuffer
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@@ -1694,13 +1694,14 @@ ID3D12Resource *D3D12Replay::CreateInputFetchBuffer(DXDebug::InputFetcher &fetch
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rdesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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rdesc.Width = fetcher.hitBufferStride * (DXDebug::maxPixelHits + 1);
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const uint32_t countLaneElements =
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(fetcher.laneDataBufferStride > 0) ? fetcher.numLanesPerHit * (DXDebug::maxPixelHits + 1) : 0;
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// if we have separate lane data, allocate that at the end
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if(fetcher.laneDataBufferStride > 0)
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{
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rdesc.Width = AlignToMultiple(rdesc.Width, (uint64_t)fetcher.laneDataBufferStride);
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laneDataOffset = rdesc.Width;
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rdesc.Width +=
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(fetcher.laneDataBufferStride * fetcher.numLanesPerHit) * (DXDebug::maxPixelHits + 1);
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rdesc.Width += fetcher.laneDataBufferStride * countLaneElements;
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}
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// Create storage for MSAA evaluations captured in pixel shader
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@@ -1756,7 +1757,7 @@ ID3D12Resource *D3D12Replay::CreateInputFetchBuffer(DXDebug::InputFetcher &fetch
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uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
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uavDesc.Buffer.FirstElement = laneDataOffset / fetcher.laneDataBufferStride;
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uavDesc.Buffer.StructureByteStride = fetcher.laneDataBufferStride;
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uavDesc.Buffer.NumElements = DXDebug::maxPixelHits + 1;
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uavDesc.Buffer.NumElements = countLaneElements;
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uav = m_pDevice->GetDebugManager()->GetCPUHandle(SHADER_DEBUG_LANEDATA_UAV);
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m_pDevice->CreateUnorderedAccessView(dataBuffer, NULL, &uavDesc, uav);
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