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csmartdalton
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fix(renderer): Only apply barriers on drawGoup boundaries (#12347) 31aa875e47
We caught a bug where draws with multiple subpasses were being interleaved together like this: - drawA, subpass0 - dstBlendBarrier (because drawB has a dstBlend) - drawB, subpass0 - drawA, subpass1 - drawB, subpass1 This was a problem because drawA was geting a dstBlend barrier between subpasses. When dstBlend is implemented as a texture copy, it interrupts the render pass and resolves MSAA, causing the MSAA data to be lost for the next subpass. Since drawA and drawB don't overlap, the correct solution to only apply barriers on the first batch of a drawGroup: - dstBlendBarrier (because drawB has a dstBlend) - drawA, subpass0 - drawB, subpass0 - drawA, subpass1 - drawB, subpass1
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