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// Normally this shouldn't happen. But that is only guaranteed if the attachment state never changes outside of RTT rebind interrupts.
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// If the shader changes between binds to "disable" the cyclic nature, we could end up here.
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// Draw 1 (cyllic) -> texture_barrier -> Draw 2 (no textures) -> attachment_optimal -> Draw 3 (cylic again, no new data) -> incorrect layout.
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vk::as_rtt(raw)->texture_barrier(cmd);
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break;
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}
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}
@@ -1051,6 +1064,7 @@ void VKGSRender::end()
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// We actually need to end the subpass as a minimum. Without this, early-Z optimiazations in following draws will clobber reads from previous draws and cause flickering.
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// Since we're ending the subpass, might as well restore DCC/HiZ for extra performance
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