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Don't bind secondary vertex buffer if not doing secondary shading
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@@ -1503,18 +1503,18 @@ void VulkanReplay::RenderMesh(uint32_t frameID, uint32_t eventID, const vector<M
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VkDeviceSize offs = cfg.position.offset;
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vt->CmdBindVertexBuffers(Unwrap(cmd), 0, 1, UnwrapPtr(vb), &offs);
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}
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// can't support secondary shading without a buffer - no pipeline will have been created
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if(cfg.solidShadeMode == eShade_Secondary && cfg.second.buf == ResourceId())
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cfg.solidShadeMode = eShade_None;
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if(cfg.second.buf != ResourceId())
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if(cfg.solidShadeMode == eShade_Secondary)
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{
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VkBuffer vb = m_pDriver->GetResourceManager()->GetCurrentHandle<VkBuffer>(cfg.second.buf);
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VkDeviceSize offs = cfg.second.offset;
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vt->CmdBindVertexBuffers(Unwrap(cmd), 1, 1, UnwrapPtr(vb), &offs);
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}
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// can't support secondary shading without a buffer - no pipeline will have been created
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if(cfg.solidShadeMode == eShade_Secondary && cfg.second.buf == ResourceId())
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cfg.solidShadeMode = eShade_None;
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// solid render
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if(cfg.solidShadeMode != eShade_None && cfg.position.topo < eTopology_PatchList)
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