VulkanDevice: Work around some mobile driver issues
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@ -1451,6 +1451,14 @@ bool PostProcessing::ReShadeFXShader::Apply(GPUTexture* input, GPUTexture* final
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GL_SCOPE_FMT("Draw pass {}", pass.name.c_str());
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DebugAssert(!pass.render_targets.empty());
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// Sucks doing this twice, but we need to set the RT first (for DX11), and transition layouts (for VK).
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for (const Sampler& sampler : pass.samplers)
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{
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GPUTexture* const tex = GetTextureByID(sampler.texture_id, input, final_target);
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if (tex)
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tex->MakeReadyForSampling();
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}
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if (pass.render_targets.size() == 1 && pass.render_targets[0] == OUTPUT_COLOR_TEXTURE && !final_target)
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{
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// Special case: drawing to final buffer.
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