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Use the right specialisation data to pack in task shader output BDA
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@@ -3100,7 +3100,7 @@ void VulkanReplay::FetchMeshOut(uint32_t eventId, VulkanRenderState &state)
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// register address as specialisation constant
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// ensure we're 64-bit aligned first
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meshSpecData.resize(AlignUp(meshSpecData.size(), (size_t)8));
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taskSpecData.resize(AlignUp(taskSpecData.size(), (size_t)8));
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VkBufferDeviceAddressInfo getAddressInfo = {
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VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO,
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@@ -3111,7 +3111,7 @@ void VulkanReplay::FetchMeshOut(uint32_t eventId, VulkanRenderState &state)
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taskDataAddress = m_pDriver->vkGetBufferDeviceAddress(dev, &getAddressInfo);
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VkSpecializationMapEntry entry;
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entry.offset = (uint32_t)meshSpecData.size();
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entry.offset = (uint32_t)taskSpecData.size();
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entry.constantID = bufSpecConstant + 1;
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entry.size = sizeof(uint64_t);
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taskSpecEntries.push_back(entry);
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