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metal: fix texture uploads in the middle of a render pass stopping the pass' subsequent draws from working.
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@@ -743,16 +743,22 @@ void Graphics::submitRenderEncoder(SubmitType type)
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for (int i = 0; i < MAX_COLOR_RENDER_TARGETS; i++)
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{
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passDesc.colorAttachments[i].loadAction = MTLLoadActionLoad;
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passDesc.colorAttachments[i].texture = nil;
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passDesc.colorAttachments[i].resolveTexture = nil;
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if (type == SUBMIT_DONE)
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{
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passDesc.colorAttachments[i].texture = nil;
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passDesc.colorAttachments[i].resolveTexture = nil;
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}
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}
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passDesc.depthAttachment.loadAction = MTLLoadActionLoad;
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passDesc.depthAttachment.texture = nil;
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passDesc.depthAttachment.resolveTexture = nil;
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passDesc.stencilAttachment.loadAction = MTLLoadActionLoad;
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passDesc.stencilAttachment.texture = nil;
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passDesc.stencilAttachment.resolveTexture = nil;
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if (type == SUBMIT_DONE)
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{
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passDesc.depthAttachment.texture = nil;
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passDesc.depthAttachment.resolveTexture = nil;
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passDesc.stencilAttachment.texture = nil;
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passDesc.stencilAttachment.resolveTexture = nil;
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}
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}
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}
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