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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:
committed by
Baldur Karlsson
parent
4a43325693
commit
b215fbe306
@@ -1632,9 +1632,11 @@ void VulkanReplay::FetchShaderFeedback(uint32_t eventId)
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bool usePrimitiveID =
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bool usePrimitiveID =
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!hasGeom && m_pDriver->GetDeviceEnabledFeatures().geometryShader != VK_FALSE;
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!hasGeom && m_pDriver->GetDeviceEnabledFeatures().geometryShader != VK_FALSE;
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bool usesMultiview =
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bool usesMultiview = state.GetRenderPass() != ResourceId()
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creationInfo.m_RenderPass[state.GetRenderPass()].subpasses[state.subpass].multiviews.size() >
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? creationInfo.m_RenderPass[state.GetRenderPass()]
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1;
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.subpasses[state.subpass]
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.multiviews.size() > 1
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: pipeInfo.viewMask != 0;
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for(uint32_t i = 0; i < graphicsInfo.stageCount; i++)
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for(uint32_t i = 0; i < graphicsInfo.stageCount; i++)
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{
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{
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