D3D12: Avoid redundant render pass restarts
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@ -3318,10 +3318,9 @@ void VulkanDevice::SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUText
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DIRTY_FLAG_INPUT_ATTACHMENT :
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0);
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}
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// TODO: This could use vkCmdClearAttachments() instead.
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if (needs_rt_clear || needs_ds_clear)
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else if (needs_rt_clear || needs_ds_clear)
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{
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// TODO: This could use vkCmdClearAttachments() instead.
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if (InRenderPass())
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EndRenderPass();
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}
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