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Don't include BeginRenderPass in quad overdraw pass events
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@@ -1624,6 +1624,16 @@ ResourceId VulkanReplay::RenderOverlay(ResourceId texid, CompType typeHint, Debu
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events.push_back(eventId);
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// if we're rendering the whole pass, and the first draw is a BeginRenderPass, don't include
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// it in the list. We want to start by replaying into the renderpass so that we have the
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// correct state being applied.
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if(overlay == DebugOverlay::QuadOverdrawPass)
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{
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const DrawcallDescription *draw = m_pDriver->GetDrawcall(events[0]);
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if(draw->flags & DrawFlags::BeginPass)
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events.erase(events.begin());
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}
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VkImage quadImg;
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VkDeviceMemory quadImgMem;
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VkImageView quadImgView;
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