Fix possible uint32 overflow when using unbounded resource tables.

This commit is contained in:
Benoit Dumesnil
2022-02-06 19:01:58 +01:00
committed by Baldur Karlsson
parent 620d5c1fce
commit c122b41155
@@ -1180,7 +1180,7 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
// if the next bind is definitely outside this range, early out now instead of
// iterating fruitlessly
if((uint32_t)bind.bind > range.BaseShaderRegister + num)
if(((uint32_t)bind.bind - range.BaseShaderRegister) > num)
break;
int32_t lastBind =