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Prevent bound depal and framebuffer texture views from lingering between frames
Should help #19557
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@ -166,6 +166,10 @@ void DrawEngineVulkan::DeviceRestore(Draw::DrawContext *draw) {
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void DrawEngineVulkan::BeginFrame() {
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lastPipeline_ = nullptr;
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// These will be re-bound if needed, let's not let old bindings linger around too long.
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boundDepal_ = VK_NULL_HANDLE;
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boundSecondary_ = VK_NULL_HANDLE;
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// pushUBO is the thin3d push pool, don't need to BeginFrame again.
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pushVertex_->BeginFrame();
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pushIndex_->BeginFrame();
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