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[Fix] (MG_State, MG_Backend/DirectVulkan): bump the texture bind generation when a context default texture crosses the undefined<->defined boundary so cached sampled sets re-resolve, and collect the fallback texture into the sampled set so its first use transitions outside the render pass
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@@ -108,6 +108,7 @@ namespace MobileGL {
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// texture is bound at a unit; lets a backend skip re-resolving an unchanged
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// per-draw sampled-texture set.
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Uint64 GetTextureBindGeneration() const { return m_textureState.GetTextureBindGeneration(); }
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void BumpTextureBindGeneration() { m_textureState.BumpTextureBindGeneration(); }
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Bool ValidateTextureName(Uint index) const;
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Bool ValidateTextureObject(Uint index) const;
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Int GetActiveTextureUnit() const;
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