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graphics: add native PS5 MSAA and safe image allocation reuse
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@@ -580,6 +580,14 @@ void CommandBuffer::BeginRenderPass(VulkanFramebuffer* framebuffer, RenderColorI
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for (uint32_t i = 0; i < color_count; i++) {
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colors[i].vulkan_buffer->layout = RENDER_COLOR_IMAGE_LAYOUT;
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if (colors[i].vulkan_buffer->type == VulkanImageType::RenderTexture) {
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static_cast<RenderTextureVulkanImage*>(colors[i].vulkan_buffer)->initial_clear_pending =
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false;
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}
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}
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if (with_depth) {
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depth->vulkan_buffer->initial_depth_clear_pending = false;
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depth->vulkan_buffer->initial_stencil_clear_pending = false;
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}
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}
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