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https://github.com/baldurk/renderdoc.git
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Don't use dynamic rendering when we replace with a fixed renderpass
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@@ -1005,6 +1005,9 @@ ResourceId VulkanReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, D
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pipeCreateInfo.renderPass = m_Overlay.NoDepthRP;
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pipeCreateInfo.subpass = 0;
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// don't use dynamic rendering
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RemoveNextStruct(&pipeCreateInfo, VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO);
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bool found = false;
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for(uint32_t i = 0; i < pipeCreateInfo.stageCount; i++)
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{
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@@ -1218,6 +1221,9 @@ ResourceId VulkanReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, D
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pipeCreateInfo.renderPass = m_Overlay.NoDepthRP;
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pipeCreateInfo.subpass = 0;
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// don't use dynamic rendering
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RemoveNextStruct(&pipeCreateInfo, VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO);
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VkPipelineShaderStageCreateInfo *fragShader = NULL;
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for(uint32_t i = 0; i < pipeCreateInfo.stageCount; i++)
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@@ -1509,6 +1515,9 @@ ResourceId VulkanReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, D
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pipeCreateInfo.renderPass = m_Overlay.NoDepthRP;
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pipeCreateInfo.subpass = 0;
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// don't use dynamic rendering
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RemoveNextStruct(&pipeCreateInfo, VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO);
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VkPipelineShaderStageCreateInfo *fragShader = NULL;
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for(uint32_t i = 0; i < pipeCreateInfo.stageCount; i++)
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@@ -1832,6 +1841,9 @@ ResourceId VulkanReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, D
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pipeCreateInfo.renderPass = m_Overlay.NoDepthRP;
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}
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// don't use dynamic rendering
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RemoveNextStruct(&pipeCreateInfo, VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO);
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vkr = m_pDriver->vkCreateGraphicsPipelines(m_Device, VK_NULL_HANDLE, 1, &pipeCreateInfo, NULL,
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&passpipe);
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CheckVkResult(vkr);
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@@ -2622,6 +2634,9 @@ ResourceId VulkanReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, D
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pipeCreateInfo.pVertexInputState = &vi;
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pipeCreateInfo.pColorBlendState = &cb;
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// don't use dynamic rendering
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RemoveNextStruct(&pipeCreateInfo, VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO);
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uint32_t &dynamicStateCount = (uint32_t &)pipeCreateInfo.pDynamicState->dynamicStateCount;
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VkDynamicState *dynamicStateList =
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(VkDynamicState *)pipeCreateInfo.pDynamicState->pDynamicStates;
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@@ -3039,6 +3039,9 @@ void VulkanReplay::FetchTessGSOut(uint32_t eventId, VulkanRenderState &state)
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pipeCreateInfo.renderPass = rp;
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pipeCreateInfo.subpass = 0;
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// don't use dynamic rendering
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RemoveNextStruct(&pipeCreateInfo, VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO);
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VkPipeline pipe = VK_NULL_HANDLE;
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vkr = m_pDriver->vkCreateGraphicsPipelines(m_Device, VK_NULL_HANDLE, 1, &pipeCreateInfo, NULL,
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&pipe);
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