From aecfcaca3519df951b1ac2c403d3acc32f782dbd Mon Sep 17 00:00:00 2001 From: baldurk Date: Thu, 28 Aug 2025 11:08:25 +0100 Subject: [PATCH] Only apply NV BDA workaround on replay if it was applied on capture * Applying it during capture ensures that we have enough room on replay to apply the same expansion. --- renderdoc/driver/vulkan/wrappers/vk_resource_funcs.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/renderdoc/driver/vulkan/wrappers/vk_resource_funcs.cpp b/renderdoc/driver/vulkan/wrappers/vk_resource_funcs.cpp index 75fa4a5ca..eda3d3c01 100644 --- a/renderdoc/driver/vulkan/wrappers/vk_resource_funcs.cpp +++ b/renderdoc/driver/vulkan/wrappers/vk_resource_funcs.cpp @@ -350,7 +350,7 @@ bool WrappedVulkan::Serialise_vkAllocateMemory(SerialiserType &ser, VkDevice dev } // apply workaround for presumed windows bug - if(GetDriverInfo().NVUnalignedBDAIssue()) + if(GetDriverInfo().NVUnalignedBDAIssue() && ser.VersionAtLeast(0x17)) { // all memory allocations must be 64kB aligned. The rest of the workaround only applies during capture patched.allocationSize = AlignUp(patched.allocationSize, VkDeviceSize(64 * 1024));