D3D12: Avoid redundant render pass restarts
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@@ -338,7 +338,7 @@ private:
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D3D12Pipeline* m_current_pipeline = nullptr;
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D3D12_PRIMITIVE_TOPOLOGY m_current_topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
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u32 m_num_current_render_targets = 0;
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u8 m_num_current_render_targets = 0;
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GPUPipeline::RenderPassFlag m_current_render_pass_flags = GPUPipeline::NoRenderPassFlags;
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std::array<D3D12Texture*, MAX_RENDER_TARGETS> m_current_render_targets = {};
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D3D12Texture* m_current_depth_target = nullptr;
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