message: Don't bounds check bindset against spaces in D3D12
  * In D3D12 bindset != space because spaces can be incredibly sparse and are
  arbitrary. So we can't check that the bindset is in 0...#spaces.
diff: @@ -926,7 +926,7 @@ BoundCBuffer PipeState::GetConstantBuffer(ShaderStage stage, uint32_t BufIdx, ui
  if(space == -1)
  return BoundCBuffer();
  - if(bind.bindset >= s.spaces.count() || bind.bind >= s.spaces[space].constantBuffers.count())
  + if(space >= s.spaces.count() || bind.bind >= s.spaces[space].constantBuffers.count())
  return BoundCBuffer();
  const D3D12Pipe::ConstantBuffer &descriptor = s.spaces[space].constantBuffers[bind.bind];
  