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[Perf] (MG_Backend/DirectVulkan): skip per-draw render-pass hash when framebuffer state unchanged; SetupDraw 60%->54%, fps 96->109
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@@ -1252,6 +1252,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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allocationInfo.requiredFlags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
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VK_VERIFY(vmaCreateImage(m_allocator, &imageInfo, &allocationInfo, &resource.image, &resource.allocation, nullptr),
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"vmaCreateImage(texture)");
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++m_textureImageEpoch; // a new attachment image invalidates cached render passes
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resource.layout = VK_IMAGE_LAYOUT_UNDEFINED;
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resource.extent = {static_cast<Uint32>(texelSize.x()), static_cast<Uint32>(texelSize.y())};
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