SDL: Use the render passes we just created when creating a Vulkan render target (b0e32)

From b0e329b322553c8faab16032543a547c7847bb99 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Mon, 27 Jul 2026 10:48:57 -0700
Subject: [PATCH] Use the render passes we just created when creating a Vulkan
 render target

(cherry picked from commit f4337eded2250abfd6b580116d883717b079f37c)
---
 src/render/vulkan/SDL_render_vulkan.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/render/vulkan/SDL_render_vulkan.c b/src/render/vulkan/SDL_render_vulkan.c
index 9023659584935..38a14ccf6984e 100644
--- a/src/render/vulkan/SDL_render_vulkan.c
+++ b/src/render/vulkan/SDL_render_vulkan.c
@@ -2065,7 +2065,7 @@ static VkResult VULKAN_CreateFramebuffersAndRenderPasses(SDL_Renderer *renderer,
     VkFramebufferCreateInfo framebufferCreateInfo = { 0 };
     framebufferCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
     framebufferCreateInfo.pNext = NULL;
-    framebufferCreateInfo.renderPass = rendererData->renderPasses[VULKAN_RENDERPASS_LOAD];
+    framebufferCreateInfo.renderPass = renderPasses[VULKAN_RENDERPASS_LOAD];
     framebufferCreateInfo.attachmentCount = 1;
     framebufferCreateInfo.width = w;
     framebufferCreateInfo.height = h;