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graphics: set the heap flag in ImageHeapResource
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@@ -428,9 +428,9 @@ void ImageHeap::Rebind(RenderExecutor& executor) {
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}
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for (const auto index: view->pending) {
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if (m_elements[index].refs == 0u) continue;
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auto resource = IR::ImageHeapResource(view->profile, m_elements[index].kind);
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resource.heap = true; // Resolves only mapped textures.
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auto binding = executor.ResolveTexture(resource, m_elements[index].value);
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auto binding = executor.ResolveTexture(
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IR::ImageHeapResource(view->profile, m_elements[index].kind),
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m_elements[index].value);
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if (binding.image_id) {
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auto& image = textures.GetImage(binding.image_id);
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image.heap_refs.fetch_add(1u, std::memory_order_relaxed);
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