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Use enabled not available features to determine what shaders to create
* We still check available features to know which shaders we could create on replay, to determine whether we should add STORAGE_BIT to MSAA images we want to store into.
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@@ -115,7 +115,7 @@ rdcarray<GPUCounter> VulkanReplay::EnumerateCounters()
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{
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rdcarray<GPUCounter> ret;
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VkPhysicalDeviceFeatures availableFeatures = m_pDriver->GetDeviceFeatures();
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VkPhysicalDeviceFeatures availableFeatures = m_pDriver->GetDeviceEnabledFeatures();
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ret.push_back(GPUCounter::EventGPUDuration);
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if(availableFeatures.pipelineStatisticsQuery)
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@@ -831,7 +831,7 @@ rdcarray<CounterResult> VulkanReplay::FetchCounters(const rdcarray<GPUCounter> &
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ret.append(FetchCountersKHR(vkKHRCounters));
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}
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VkPhysicalDeviceFeatures availableFeatures = m_pDriver->GetDeviceFeatures();
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VkPhysicalDeviceFeatures availableFeatures = m_pDriver->GetDeviceEnabledFeatures();
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VkDevice dev = m_pDriver->GetDev();
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