vk_shader_feedback: Fix crash with dynamic rendering

RenderPass can be null handle when dynamic rendering is used. Retrieve the
respective information from pipeline info instead.
This commit is contained in:
Tatsuyuki Ishi
2022-04-01 18:57:30 +09:00
committed by Baldur Karlsson
parent 4a43325693
commit b215fbe306
@@ -1632,9 +1632,11 @@ void VulkanReplay::FetchShaderFeedback(uint32_t eventId)
bool usePrimitiveID =
!hasGeom && m_pDriver->GetDeviceEnabledFeatures().geometryShader != VK_FALSE;
bool usesMultiview =
creationInfo.m_RenderPass[state.GetRenderPass()].subpasses[state.subpass].multiviews.size() >
1;
bool usesMultiview = state.GetRenderPass() != ResourceId()
? creationInfo.m_RenderPass[state.GetRenderPass()]
.subpasses[state.subpass]
.multiviews.size() > 1
: pipeInfo.viewMask != 0;
for(uint32_t i = 0; i < graphicsInfo.stageCount; i++)
{