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https://github.com/baldurk/renderdoc.git
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Make sure to remove secondary subpass flag on renderpasses
* When replaying draws alone in a primary command buffer we need to revert back to normal draws in subpasses.
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@@ -1045,6 +1045,9 @@ ResourceId VulkanReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, D
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state.subpass = 0;
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state.SetFramebuffer(m_pDriver, GetResID(m_Overlay.NoDepthFB));
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state.subpassContents = VK_SUBPASS_CONTENTS_INLINE;
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state.dynamicRendering.flags &= VK_RENDERING_CONTENTS_SECONDARY_COMMAND_BUFFERS_BIT;
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state.graphics.pipeline = GetResID(pipe);
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// set dynamic scissors in case pipeline was using them
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@@ -3026,6 +3026,9 @@ void VulkanReplay::FetchTessGSOut(uint32_t eventId, VulkanRenderState &state)
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state.xfbbuffers.clear();
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state.xfbcounters.clear();
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state.subpassContents = VK_SUBPASS_CONTENTS_INLINE;
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state.dynamicRendering.flags &= VK_RENDERING_CONTENTS_SECONDARY_COMMAND_BUFFERS_BIT;
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if(m_PostVS.XFBQueryPoolSize < action->numInstances)
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{
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if(m_PostVS.XFBQueryPoolSize != VK_NULL_HANDLE)
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@@ -1717,6 +1717,9 @@ void VulkanReplay::FetchShaderFeedback(uint32_t eventId)
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}
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}
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modifiedstate.subpassContents = VK_SUBPASS_CONTENTS_INLINE;
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modifiedstate.dynamicRendering.flags &= VK_RENDERING_CONTENTS_SECONDARY_COMMAND_BUFFERS_BIT;
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{
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VkCommandBuffer cmd = m_pDriver->GetNextCmd();
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@@ -4467,6 +4467,9 @@ ShaderDebugTrace *VulkanReplay::DebugPixel(uint32_t eventId, uint32_t x, uint32_
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}
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}
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modifiedstate.subpassContents = VK_SUBPASS_CONTENTS_INLINE;
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modifiedstate.dynamicRendering.flags &= VK_RENDERING_CONTENTS_SECONDARY_COMMAND_BUFFERS_BIT;
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{
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VkCommandBuffer cmd = m_pDriver->GetNextCmd();
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