message: Don't overwrite secondary command buffer renderpass state if inactive
  * With dynamic rendering, secondary command buffers don't always inherit
  renderpass state from the primary, they can start their own.
diff: @@ -4660,15 +4660,20 @@ bool WrappedVulkan::Serialise_vkCmdExecuteCommands(SerialiserType &ser, VkComman
  {
  ResourceId cmd = GetResourceManager()->GetOriginalID(GetResID(pCommandBuffers[c]));
  - // propagate renderpass state
  + // propagate renderpass state if active. If it's inactive the renderpass might be
  + // activated inside the secondary which we should not overwrite.
  + if(parentCmdBufInfo.state.ActiveRenderPass())
  + {
  m_BakedCmdBufferInfo[cmd].state.SetRenderPass(parentCmdBufInfo.state.GetRenderPass());
  m_BakedCmdBufferInfo[cmd].state.subpass = parentCmdBufInfo.state.subpass;
  - m_BakedCmdBufferInfo[cmd].state.dynamicRendering = parentCmdBufInfo.state.dynamicRendering;
  + m_BakedCmdBufferInfo[cmd].state.dynamicRendering =
  + parentCmdBufInfo.state.dynamicRendering;
  m_BakedCmdBufferInfo[cmd].state.SetFramebuffer(
  parentCmdBufInfo.state.GetFramebuffer(),
  parentCmdBufInfo.state.GetFramebufferAttachments());
  m_BakedCmdBufferInfo[cmd].state.renderArea = parentCmdBufInfo.state.renderArea;
  m_BakedCmdBufferInfo[cmd].state.subpassContents = parentCmdBufInfo.state.subpassContents;
  + }
  // 2 extra for the virtual labels around the command buffer
  parentCmdBufInfo.curEventID += 2 + m_BakedCmdBufferInfo[cmd].eventCount;
  