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Set Vulkan currentPass renderArea if dynamic rendering is active
This is in addition to setting the currentPass renderArea if there is an active render pass
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@@ -1866,11 +1866,6 @@ void VulkanReplay::SavePipelineState(uint32_t eventId)
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const VkOffset2D &o = state.fragmentDensityMapOffsets[i];
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ret.currentPass.renderpass.fragmentDensityOffsets[i] = Offset(o.x, o.y);
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}
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ret.currentPass.renderArea.x = state.renderArea.offset.x;
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ret.currentPass.renderArea.y = state.renderArea.offset.y;
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ret.currentPass.renderArea.width = state.renderArea.extent.width;
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ret.currentPass.renderArea.height = state.renderArea.extent.height;
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}
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else
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{
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@@ -1891,6 +1886,14 @@ void VulkanReplay::SavePipelineState(uint32_t eventId)
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ret.currentPass.framebuffer.attachments.clear();
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}
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if(state.GetRenderPass() != ResourceId() || (state.dynamicRendering.active))
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{
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ret.currentPass.renderArea.x = state.renderArea.offset.x;
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ret.currentPass.renderArea.y = state.renderArea.offset.y;
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ret.currentPass.renderArea.width = state.renderArea.extent.width;
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ret.currentPass.renderArea.height = state.renderArea.extent.height;
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}
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ret.currentPass.colorFeedbackAllowed = (state.feedbackAspects & VK_IMAGE_ASPECT_COLOR_BIT) != 0;
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ret.currentPass.depthFeedbackAllowed = (state.feedbackAspects & VK_IMAGE_ASPECT_DEPTH_BIT) != 0;
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ret.currentPass.stencilFeedbackAllowed = (state.feedbackAspects & VK_IMAGE_ASPECT_STENCIL_BIT) != 0;
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