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Initialise depthFB/depthRP in case they aren't assigned (no depth buf)
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@@ -2881,8 +2881,8 @@ ResourceId VulkanDebugManager::RenderOverlay(ResourceId texid, TextureDisplayOve
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vt->CmdClearColorImage(Unwrap(cmd), Unwrap(m_OverlayImage), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, (VkClearColorValue *)highlightCol, 1, &subresourceRange);
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VkFramebuffer depthFB;
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VkRenderPass depthRP;
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VkFramebuffer depthFB = VK_NULL_HANDLE;
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VkRenderPass depthRP = VK_NULL_HANDLE;
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const VulkanRenderState &state = m_pDriver->m_RenderState;
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VulkanCreationInfo &createinfo = m_pDriver->m_CreationInfo;
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