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When no depth is bound for depth overlay, use NoDepthRP renderpass
* This ensures we're entirely compatible with the renderpass we use for drawing
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@@ -1413,6 +1413,10 @@ ResourceId VulkanReplay::RenderOverlay(ResourceId texid, CompType typeHint, Debu
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ds->stencilTestEnable = origStencilTest;
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pipeCreateInfo.renderPass = depthRP;
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}
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else
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{
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pipeCreateInfo.renderPass = m_Overlay.NoDepthRP;
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}
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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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