message: Don't check framebuffer dimensions against image, check renderarea
  * The framebuffer is allowed to be a smaller size, the renderarea is what we
  need to check to ensure we don't render outside the image with some stale
  state.
diff: @@ -497,18 +497,6 @@ ResourceId VulkanReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, D
  VulkanCreationInfo::Image &iminfo = m_pDriver->m_CreationInfo.m_Image[texid];
  - // bail out if the framebuffer dimensions don't match the current framebuffer, or draws will fail.
  - // This is an order-of-operations problem, if the overlay is set when the event is changed it is
  - // refreshed before the UI layer can update the current texture.
  - {
  - const VulkanCreationInfo::Framebuffer &fb =
  - m_pDriver->m_CreationInfo.m_Framebuffer[m_pDriver->m_RenderState.GetFramebuffer()];
  -
  - if(fb.width != RDCMAX(1U, iminfo.extent.width >> sub.mip) ||
  - fb.height != RDCMAX(1U, iminfo.extent.height >> sub.mip))
  - return GetResID(m_Overlay.Image);
  - }
  -
  VkCommandBuffer cmd = m_pDriver->GetNextCmd();
  VkCommandBufferBeginInfo beginInfo = {VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, NULL,
  @@ -712,6 +700,17 @@ ResourceId VulkanReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, D
  // needs to match the depth texture type wherever our draw is.
  }
  + // bail out if the render area is outside our image.
  + // This is an order-of-operations problem, if the overlay is set when the event is changed it is
  + // refreshed before the UI layer can update the current texture.
  + if(m_pDriver->m_RenderState.renderArea.offset.x + m_pDriver->m_RenderState.renderArea.extent.width >
  + (m_Overlay.ImageDim.width >> sub.mip) ||
  + m_pDriver->m_RenderState.renderArea.offset.y + m_pDriver->m_RenderState.renderArea.extent.height >
  + (m_Overlay.ImageDim.height >> sub.mip))
  + {
  + return GetResID(m_Overlay.Image);
  + }
  +
  {
  VkImageSubresourceRange fullSubRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, VK_REMAINING_MIP_LEVELS,
  0, VK_REMAINING_ARRAY_LAYERS};
  