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d3d12: Another fix for vertex buffer not big enough buffer
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@ -170,7 +170,7 @@ std::vector<VertexBufferFormat> FormatVertexData(RSXVertexData *m_vertex_data)
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// If there is a single element, stride is 0, use the size of element instead
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size_t stride = m_vertex_data[i].stride;
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size_t elementSize = m_vertex_data[i].GetTypeSize();
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std::pair<size_t, size_t> range = std::make_pair(m_vertex_data[i].addr, m_vertex_data[i].addr + elementSize + (elementCount - 1) * stride);
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std::pair<size_t, size_t> range = std::make_pair(m_vertex_data[i].addr, m_vertex_data[i].addr + elementSize + elementCount * stride);
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bool isMerged = false;
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for (VertexBufferFormat &vbf : Result)
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