Make sure to bounds check static instanced vertex data for debugging

This commit is contained in:
baldurk
2019-10-29 16:37:36 +00:00
parent a8baf4fa49
commit 99934e799a
+5 -2
View File
@@ -2259,8 +2259,11 @@ ShaderDebugTrace D3D11Replay::DebugVertex(uint32_t eventId, uint32_t vertid, uin
{
if(el->InstanceDataStepRate == 0 || el->InstanceDataStepRate >= draw->numInstances)
{
srcData = &staticData[el->InputSlot][el->AlignedByteOffset];
dataSize = staticData[el->InputSlot].size() - el->AlignedByteOffset;
if(staticData[el->InputSlot].size() >= el->AlignedByteOffset)
{
srcData = &staticData[el->InputSlot][el->AlignedByteOffset];
dataSize = staticData[el->InputSlot].size() - el->AlignedByteOffset;
}
}
else
{