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* Worst case this is just as invalid as an application, if it uses a totally bogus VA. However in D3D12 it is apparently valid to refer to VAs out of bounds of any resource as long as it's within bounds of an underlying heap. To handle this without serialising VAs as Heap+offset we instead just allow the address lookup to run out of bounds and pick the next lowest buffer. If the offset is greater than the buffer size then we're probably no worse than the application.