Handle NULL/out of bounds vertex buffer data in D3D11 shader debugging

This commit is contained in:
baldurk
2020-06-03 12:23:43 +01:00
parent 72ac2cd6d4
commit bdead116eb
+1 -1
View File
@@ -1977,7 +1977,7 @@ ShaderDebugTrace *D3D11Replay::DebugVertex(uint32_t eventId, uint32_t vertid, ui
}
else
{
if(size_t(fmt.compByteWidth * fmt.compCount) > dataSize)
if(srcData == NULL || size_t(fmt.compByteWidth * fmt.compCount) > dataSize)
{
state.inputs[i].value.u.x = state.inputs[i].value.u.y = state.inputs[i].value.u.z = 0;
if(fmt.compType == CompType::UInt || fmt.compType == CompType::SInt)