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Fix undersized buffer for Vulkan pixel history with many fragments
Before, the buffer could be overrun, which could result in anything from garbage data to the GPU device being lost to segfaults. Now, correct data is gathered. We can't know in advance how many primitives will hit the targetted pixel, so it's not possible to create the buffer until after our first pass for each events (fortunately we do know the number of events in advance). It is possible that we don't need a larger buffer, though, in which case the original one can be re-used.
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