message: vk_shader_feedback: Fix crash with dynamic rendering
  RenderPass can be null handle when dynamic rendering is used. Retrieve the
  respective information from pipeline info instead.
diff: @@ -1632,9 +1632,11 @@ void VulkanReplay::FetchShaderFeedback(uint32_t eventId)
  bool usePrimitiveID =
  !hasGeom && m_pDriver->GetDeviceEnabledFeatures().geometryShader != VK_FALSE;
  - bool usesMultiview =
  - creationInfo.m_RenderPass[state.GetRenderPass()].subpasses[state.subpass].multiviews.size() >
  - 1;
  + bool usesMultiview = state.GetRenderPass() != ResourceId()
  + ? creationInfo.m_RenderPass[state.GetRenderPass()]
  + .subpasses[state.subpass]
  + .multiviews.size() > 1
  + : pipeInfo.viewMask != 0;
  for(uint32_t i = 0; i < graphicsInfo.stageCount; i++)
  {
  