Don't access graphics pipeline info when doing compute feedback

* This would crash if there's no renderpass set.
This commit is contained in:
baldurk
2021-01-26 13:24:23 +00:00
parent e270d76347
commit 2ab4051140
@@ -636,13 +636,17 @@ void VulkanReplay::FetchShaderFeedback(uint32_t eventId)
// get pipeline create info
if(result.compute)
{
m_pDriver->GetShaderCache()->MakeComputePipelineInfo(computeInfo, state.compute.pipeline);
}
else
{
m_pDriver->GetShaderCache()->MakeGraphicsPipelineInfo(graphicsInfo, state.graphics.pipeline);
graphicsInfo.renderPass =
creationInfo.m_RenderPass[GetResID(graphicsInfo.renderPass)].loadRPs[graphicsInfo.subpass];
graphicsInfo.subpass = 0;
graphicsInfo.renderPass =
creationInfo.m_RenderPass[GetResID(graphicsInfo.renderPass)].loadRPs[graphicsInfo.subpass];
graphicsInfo.subpass = 0;
}
if(feedbackStorageSize > m_BindlessFeedback.FeedbackBuffer.sz)
{