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gpu: drop global barriers for PM4 flush events and releases, ordering buffer-writing draws like dispatches
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@@ -104,8 +104,14 @@ void CommandBuffer::BeginRendering(const RenderState& state) const {
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rendering.pDepthAttachment = depth_stencil.has_depth ? &depth : nullptr;
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rendering.pStencilAttachment = depth_stencil.has_stencil ? &stencil : nullptr;
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Handle().beginRendering(rendering);
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// The open pass holds the cleared contents, so a later clear begins a new pass.
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m_render_state = state;
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m_rendering = true;
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for (auto& color: m_render_state.color_attachments) {
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color.is_clear = false;
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}
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m_render_state.depth_stencil_attachment.depth_clear = false;
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m_render_state.depth_stencil_attachment.stencil_clear = false;
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m_rendering = true;
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}
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void CommandBuffer::EndRendering() const {
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