message: On GL don't render from empty buffers - it can crash drivers
diff: @@ -124,6 +124,15 @@ void GLReplay::RenderMesh(uint32_t eventId, const std::vector<MeshFormat> &secon
  GLuint vb = m_pDriver->GetResourceManager()->GetCurrentResource(fmt.vertexResourceId).name;
  drv.glBindVertexBuffer(0, vb, (GLintptr)fmt.vertexByteOffset, fmt.vertexByteStride);
  + {
  + GLint bytesize = 0;
  + drv.glGetNamedBufferParameterivEXT(vb, eGL_BUFFER_SIZE, &bytesize);
  +
  + // skip empty source buffers
  + if(bytesize == 0)
  + continue;
  + }
  +
  GLenum secondarytopo = MakeGLPrimitiveTopology(fmt.topology);
  if(fmt.indexByteStride)
  @@ -253,6 +262,16 @@ void GLReplay::RenderMesh(uint32_t eventId, const std::vector<MeshFormat> &secon
  GLuint vb =
  m_pDriver->GetResourceManager()->GetCurrentResource(meshData[i]->vertexResourceId).name;
  +
  + {
  + GLint bytesize = 0;
  + drv.glGetNamedBufferParameterivEXT(vb, eGL_BUFFER_SIZE, &bytesize);
  +
  + // skip empty source buffers
  + if(bytesize == 0)
  + continue;
  + }
  +
  drv.glBindVertexBuffer(i, vb, offs, meshData[i]->vertexByteStride);
  if(meshData[i]->instanced)
  