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Don't initialise whole pass worth of postVS buffers unless we need it
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@@ -158,7 +158,7 @@ void ReplayOutput::RefreshOverlay()
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m_pDevice->InitPostVSBuffers(draw->eventID);
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if(!m_RenderData.meshDisplay.showWholePass && !passEvents.empty())
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if(m_RenderData.meshDisplay.showWholePass && !passEvents.empty())
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{
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m_pDevice->InitPostVSBuffers(passEvents);
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