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Patch subpass to 0 when fetching tessellation/geometry mesh output
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@@ -2863,6 +2863,7 @@ void VulkanReplay::FetchTessGSOut(uint32_t eventId)
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state.graphics.pipeline = GetResID(pipe);
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state.framebuffer = GetResID(fb);
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state.renderPass = GetResID(rp);
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state.subpass = 0;
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state.renderArea.offset.x = 0;
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state.renderArea.offset.y = 0;
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state.renderArea.extent.width = 16;
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