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Fix possible uint32 overflow when using unbounded resource tables.
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committed by
Baldur Karlsson
parent
620d5c1fce
commit
c122b41155
@@ -1180,7 +1180,7 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
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// if the next bind is definitely outside this range, early out now instead of
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// iterating fruitlessly
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if((uint32_t)bind.bind > range.BaseShaderRegister + num)
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if(((uint32_t)bind.bind - range.BaseShaderRegister) > num)
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break;
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int32_t lastBind =
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