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do not put barrier in render pass
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4b42b508a1
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@ -1129,14 +1129,14 @@ void VulkanRenderer::draw_setRenderPass()
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const bool syncSkipAllowed = !m_state.hasRenderSelfDependency || !(GetConfig().vk_accurate_barriers || m_state.activePipelineInfo->neverSkipAccurateBarrier);
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const bool syncSkipAllowed = !m_state.hasRenderSelfDependency || !(GetConfig().vk_accurate_barriers || m_state.activePipelineInfo->neverSkipAccurateBarrier);
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const bool inputSyncNecessary = sync_isInputTexturesSyncRequired();
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const bool FBOChanged = m_state.activeRenderpassFBO != fboVk;
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const bool FBOChanged = m_state.activeRenderpassFBO != fboVk;
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const bool passReusable = !FBOChanged && syncSkipAllowed;
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const bool passReusable = !FBOChanged && !inputSyncNecessary && syncSkipAllowed;
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if (passReusable)
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if (passReusable)
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{
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{
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if (sync_isInputTexturesSyncRequired())
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sync_performFlushBarrier();
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// reuse previous render pass
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// reuse previous render pass
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return;
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return;
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}
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}
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