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Don't set a 0 structure byte size for element size (unstructured buffer)
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@@ -383,7 +383,8 @@ void D3D12Replay::FillResourceView(D3D12PipelineState::ResourceView &view, D3D12
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view.NumElements = desc->nonsamp.srv.Buffer.NumElements;
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view.BufferFlags = desc->nonsamp.srv.Buffer.Flags;
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view.ElementSize = desc->nonsamp.srv.Buffer.StructureByteStride;
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if(desc->nonsamp.srv.Buffer.StructureByteStride > 0)
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view.ElementSize = desc->nonsamp.srv.Buffer.StructureByteStride;
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}
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else if(desc->nonsamp.srv.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE1D)
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{
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@@ -442,7 +443,8 @@ void D3D12Replay::FillResourceView(D3D12PipelineState::ResourceView &view, D3D12
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view.NumElements = uav.Buffer.NumElements;
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view.BufferFlags = uav.Buffer.Flags;
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view.ElementSize = uav.Buffer.StructureByteStride;
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if(uav.Buffer.StructureByteStride > 0)
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view.ElementSize = uav.Buffer.StructureByteStride;
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view.CounterByteOffset = uav.Buffer.CounterOffsetInBytes;
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}
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