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Don't look up viewport if none is bound
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@@ -2348,7 +2348,7 @@ void VulkanReplay::FetchVSOut(uint32_t eventId, VulkanRenderState &state)
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m_PostVS.Data[eventId].vsout.hasPosOut =
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refl->outputSignature[0].systemValue == ShaderBuiltin::Position;
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m_PostVS.Data[eventId].vsout.flipY = state.views[0].height < 0.0f;
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m_PostVS.Data[eventId].vsout.flipY = state.views.empty() ? false : state.views[0].height < 0.0f;
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// delete descriptors. Technically we don't have to free the descriptor sets, but our tracking on
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// replay doesn't handle destroying children of pooled objects so we do it explicitly anyway.
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@@ -2903,7 +2903,7 @@ void VulkanReplay::FetchTessGSOut(uint32_t eventId, VulkanRenderState &state)
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m_PostVS.Data[eventId].gsout.idxbufmem = VK_NULL_HANDLE;
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m_PostVS.Data[eventId].gsout.hasPosOut = true;
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m_PostVS.Data[eventId].gsout.flipY = state.views[0].height < 0.0f;
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m_PostVS.Data[eventId].gsout.flipY = state.views.empty() ? false : state.views[0].height < 0.0f;
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// delete framebuffer and renderpass
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m_pDriver->vkDestroyFramebuffer(dev, fb, NULL);
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