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TrackedRenderPass::wgpu_pass may compromize invariants #13225

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@fintelia

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@fintelia

Raising this as a issue as requested in #3595 (comment)...

The TrackedRenderPass type internally tracks which pipeline and bind group are active on a render pass. However, I think the wgpu_pass method may allow compromising its tracking:

tracked_render_pass.set_render_pipeline(&x); // Set render pipeline to "x"
tracked_render_pass.wgpu_pass().set_pipeline(&y); // Render pipeline is now "y"
tracked_render_pass.set_render_pipeline(&x); // No-op since tracked_render_pass thinks "x" is still active

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    A-RenderingDrawing game state to the screenC-BugAn unexpected or incorrect behaviorS-Needs-ReviewNeeds reviewer attention (from anyone!) to move forward

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