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[Chore] (MG_Backend/DirectVulkan): notes for MaterializePendingClearForTexture
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@@ -733,6 +733,11 @@ void main() {
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}
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}
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auto* activeRenderPass = VkRenderPassManager::GetActiveRenderPass();
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auto* activeRenderPass = VkRenderPassManager::GetActiveRenderPass();
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// Check if any of the textures to sample have pending clears,
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// which probably indicates it's been gone through codepath like `fbo attach` -> `clear` -> `fbo detach`, and
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// without draws in between to give it a chance to materialize such clear.
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// Deal with this situation here.
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Vector<MG_State::GLState::ITextureObject*> sampledTextures;
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Vector<MG_State::GLState::ITextureObject*> sampledTextures;
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Bool hasSampledTextures = m_uniformDescriptorBinder->CollectSampledTextures(program, sampledTextures);
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Bool hasSampledTextures = m_uniformDescriptorBinder->CollectSampledTextures(program, sampledTextures);
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MOBILEGL_ASSERT(hasSampledTextures, "%s: CollectSampledTextures failed", __func__);
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MOBILEGL_ASSERT(hasSampledTextures, "%s: CollectSampledTextures failed", __func__);
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