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[Chore] (MG_Backend/DirectVulkan): manage active renderpass inside RenderPassManager static functions
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@@ -71,6 +71,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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RenderPassEntry& GetOrCreateRenderPass(const MG_State::GLState::FramebufferObject& fbo);
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static Bool BeginRenderPass(VkCommandBuffer commandBuffer, RenderPassEntry& renderPassEntry);
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static Bool EndRenderPass(VkCommandBuffer commandBuffer);
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static RenderPassEntry* GetActiveRenderPass();
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private:
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VkDevice m_device = VK_NULL_HANDLE;
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const VulkanRendererConfig& m_config;
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@@ -78,5 +79,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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VkTextureManager& m_textureManager;
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UnorderedMap<Uint64, RenderPassEntry> m_renderPasses;
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static inline XXH64_state_t* m_hashState = XXH64_createState();
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static inline RenderPassEntry* s_activeRenderPass = nullptr;
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};
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} // namespace MobileGL::MG_Backend::DirectVulkan
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