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Make sure to bounds check static instanced vertex data for debugging
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@@ -2259,8 +2259,11 @@ ShaderDebugTrace D3D11Replay::DebugVertex(uint32_t eventId, uint32_t vertid, uin
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{
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if(el->InstanceDataStepRate == 0 || el->InstanceDataStepRate >= draw->numInstances)
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{
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srcData = &staticData[el->InputSlot][el->AlignedByteOffset];
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dataSize = staticData[el->InputSlot].size() - el->AlignedByteOffset;
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if(staticData[el->InputSlot].size() >= el->AlignedByteOffset)
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{
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srcData = &staticData[el->InputSlot][el->AlignedByteOffset];
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dataSize = staticData[el->InputSlot].size() - el->AlignedByteOffset;
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}
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}
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else
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{
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