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Fix handling of unbound descriptor sets, assume statically not used
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@@ -1244,7 +1244,8 @@ void VulkanReplay::PatchReservedDescriptors(const VulkanStatePipeline &pipe,
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// if the shader had no descriptor sets at all, i will be invalid, so just skip and add a set
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// with only our own bindings.
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if(i < pipeDescSetLayouts.size() && i < pipe.descSets.size())
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if(i < pipeDescSetLayouts.size() && i < pipe.descSets.size() &&
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pipe.descSets[i].pipeLayout != ResourceId())
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{
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// use the descriptor set layout from when it was bound. If the pipeline layout declared a
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// descriptor set layout for this set, but it's statically unused, it may be complete
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