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Don't access graphics pipeline info when doing compute feedback
* This would crash if there's no renderpass set.
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@@ -636,13 +636,17 @@ void VulkanReplay::FetchShaderFeedback(uint32_t eventId)
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// get pipeline create info
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if(result.compute)
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{
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m_pDriver->GetShaderCache()->MakeComputePipelineInfo(computeInfo, state.compute.pipeline);
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}
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else
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{
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m_pDriver->GetShaderCache()->MakeGraphicsPipelineInfo(graphicsInfo, state.graphics.pipeline);
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graphicsInfo.renderPass =
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creationInfo.m_RenderPass[GetResID(graphicsInfo.renderPass)].loadRPs[graphicsInfo.subpass];
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graphicsInfo.subpass = 0;
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graphicsInfo.renderPass =
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creationInfo.m_RenderPass[GetResID(graphicsInfo.renderPass)].loadRPs[graphicsInfo.subpass];
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graphicsInfo.subpass = 0;
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}
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if(feedbackStorageSize > m_BindlessFeedback.FeedbackBuffer.sz)
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{
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