VulkanDevice: Use vkCmdClearAttachments() to avoid render pass restart
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@ -348,7 +348,7 @@ private:
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/// Set dirty flags on everything to force re-bind at next draw time.
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void InvalidateCachedState();
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bool IsRenderTargetBound(const GPUTexture* tex) const;
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s32 IsRenderTargetBoundIndex(const GPUTexture* tex) const;
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/// Applies any changed state.
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VkPipelineLayout GetCurrentVkPipelineLayout() const;
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