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Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
Also removes a bunch of redundant render target binds.
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@@ -480,9 +480,10 @@ void FramebufferManagerVulkan::BindPostShader(const PostShaderUniforms &uniforms
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void FramebufferManagerVulkan::RebindFramebuffer() {
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if (currentRenderVfb_ && currentRenderVfb_->fbo) {
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draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo);
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draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP });
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} else {
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draw_->BindFramebufferAsRenderTarget(nullptr);
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// Should this even happen?
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draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP });
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}
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}
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