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Remap addresses to live in indirect dispatch on replay
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@@ -1491,7 +1491,6 @@ bool WrappedID3D12GraphicsCommandList::Serialise_DispatchRays(SerialiserType &se
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m_Cmd->m_RayDispatches.push_back(patchedDispatch.resources);
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uint32_t eventId = m_Cmd->HandlePreCallback(list, ActionFlags::DispatchRay);
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// this can't work yet as the shader records have not been patched
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Unwrap4(list)->DispatchRays(&patchedDispatch.desc);
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if(eventId && m_Cmd->m_ActionCallback->PostDraw(eventId, list))
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{
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@@ -1043,6 +1043,13 @@ rdcpair<ID3D12Resource *, UINT64> D3D12DebugManager::PatchExecuteIndirect(
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}
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case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_RAYS:
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{
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argOffsets.push_back(
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offset + offsetof(D3D12_DISPATCH_RAYS_DESC, RayGenerationShaderRecord.StartAddress));
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argOffsets.push_back(offset +
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offsetof(D3D12_DISPATCH_RAYS_DESC, MissShaderTable.StartAddress));
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argOffsets.push_back(offset + offsetof(D3D12_DISPATCH_RAYS_DESC, HitGroupTable.StartAddress));
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argOffsets.push_back(offset +
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offsetof(D3D12_DISPATCH_RAYS_DESC, CallableShaderTable.StartAddress));
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offset += sizeof(D3D12_DISPATCH_RAYS_DESC);
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break;
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}
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