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https://github.com/baldurk/renderdoc.git
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Don't use existance of renderpass to determine graphics vs compute pipe
* When using dynamic rendering there is no renderpass object even for graphics pipelines
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@@ -356,6 +356,8 @@ void VulkanCreationInfo::Pipeline::Init(VulkanResourceManager *resourceMan,
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{
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flags = pCreateInfo->flags;
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graphicsPipe = true;
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layout = GetResID(pCreateInfo->layout);
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renderpass = GetResID(pCreateInfo->renderPass);
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subpass = pCreateInfo->subpass;
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@@ -741,6 +743,8 @@ void VulkanCreationInfo::Pipeline::Init(VulkanResourceManager *resourceMan, Vulk
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{
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flags = pCreateInfo->flags;
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graphicsPipe = false;
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layout = GetResID(pCreateInfo->layout);
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// need to figure out which states are valid to be NULL
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@@ -252,6 +252,8 @@ struct VulkanCreationInfo
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void Init(VulkanResourceManager *resourceMan, VulkanCreationInfo &info, ResourceId id,
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const VkComputePipelineCreateInfo *pCreateInfo);
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bool graphicsPipe = false;
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ResourceId layout;
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ResourceId renderpass;
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uint32_t subpass;
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@@ -4253,7 +4253,8 @@ void VulkanReplay::RefreshDerivedReplacements()
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{
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VkPipeline pipe = VK_NULL_HANDLE;
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if(pipeInfo.renderpass != ResourceId()) // check if this is a graphics or compute pipeline
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// check if this is a graphics or compute pipeline
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if(pipeInfo.graphicsPipe)
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{
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VkGraphicsPipelineCreateInfo pipeCreateInfo;
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m_pDriver->GetShaderCache()->MakeGraphicsPipelineInfo(pipeCreateInfo, it->first);
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