static bool VerifyFramebufferAndRenderPassLayouts(layer_data *dev_data, GLOBAL_CB_NODE *pCB, const VkRenderPassBeginInfo *pRenderPassBegin) {
bool skip_call = false;
const VkRenderPassCreateInfo *pRenderPassInfo = dev_data->renderPassMap[pRenderPassBegin->renderPass]->pCreateInfo;
- const safe_VkFramebufferCreateInfo framebufferInfo = dev_data->frameBufferMap[pRenderPassBegin->framebuffer]->createInfo;
+ auto const & framebufferInfo = dev_data->frameBufferMap[pRenderPassBegin->framebuffer]->createInfo;
if (pRenderPassInfo->attachmentCount != framebufferInfo.attachmentCount) {
skip_call |= log_msg(dev_data->report_data, VK_DEBUG_REPORT_ERROR_BIT_EXT, (VkDebugReportObjectTypeEXT)0, 0, __LINE__,
DRAWSTATE_INVALID_RENDERPASS, "DS", "You cannot start a render pass using a framebuffer "