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Track and accumulate pipeline flags for render passes.
(Information that will later let us make some interesting optimizations)
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@@ -225,7 +225,7 @@ void FramebufferManagerVulkan::DrawActiveTexture(float x, float y, float w, floa
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VkDescriptorSet descSet = vulkan2D_->GetDescriptorSet(view, (flags & DRAWTEX_LINEAR) ? linearSampler_ : nearestSampler_, VK_NULL_HANDLE, VK_NULL_HANDLE);
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VkBuffer vbuffer;
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VkDeviceSize offset = push_->Push(vtx, sizeof(vtx), &vbuffer);
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renderManager->BindPipeline(cur2DPipeline_);
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renderManager->BindPipeline(cur2DPipeline_, (PipelineFlags)0);
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renderManager->Draw(vulkan2D_->GetPipelineLayout(), descSet, 0, nullptr, vbuffer, offset, 4);
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}
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