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[Fix] (MG_Backend/DirectVulkan): use hash to save active render pass
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@@ -425,7 +425,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// Begin render pass, and handle clear
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if (activeRenderPass && (activeRenderPass == &renderPassEntry || activeRenderPass->CompatibleWith(renderPassEntry))) {
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if (activeRenderPass && activeRenderPass->CompatibleWith(renderPassEntry)) {
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ClearAttachmentsOnActiveRenderPass(frame.commandBuffer, renderPassEntry);
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} else {
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// No active render pass or active one not compatible.
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