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Handle NULL/out of bounds vertex buffer data in D3D11 shader debugging
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@@ -1977,7 +1977,7 @@ ShaderDebugTrace *D3D11Replay::DebugVertex(uint32_t eventId, uint32_t vertid, ui
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}
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else
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{
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if(size_t(fmt.compByteWidth * fmt.compCount) > dataSize)
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if(srcData == NULL || size_t(fmt.compByteWidth * fmt.compCount) > dataSize)
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{
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state.inputs[i].value.u.x = state.inputs[i].value.u.y = state.inputs[i].value.u.z = 0;
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if(fmt.compType == CompType::UInt || fmt.compType == CompType::SInt)
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