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How would this be used? It seems that this could be used to circumvent the checks that
TrackedRenderPass
is designed to prevent. Maybe it would be better to extendTrackedRenderPass
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If I understand the rest of the code, the checks are specifically optimizations to avoid redundant calls on the underlying RenderPass. By clearing the tracked state, we prevent those checks from firing when they shouldn't and thereby force subsequent calls not to be deduplicated.
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If so, I think it’s worth adding a comment that
TrackedRenderPass
is an optimization overRenderPass
, and resetting the state shouldn’t break anything.