Graphics: Use debug regions inside render pass to fix an issue with OpenGL context switch
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@@ -1114,9 +1114,9 @@ int main()
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builder.TextureBarrier(Nz::PipelineStage::ColorOutput, Nz::PipelineStage::FragmentShader, Nz::MemoryAccess::ColorWrite, Nz::MemoryAccess::ShaderRead, Nz::TextureLayout::ColorOutput, Nz::TextureLayout::ColorInput, *bakedGraph.GetAttachmentTexture(backbuffer));
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builder.BeginDebugRegion("Main window rendering", Nz::Color::Green);
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builder.BeginRenderPass(windowRT->GetFramebuffer(frame.GetFramebufferIndex()), windowRT->GetRenderPass(), windowRenderRect);
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{
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builder.BeginRenderPass(windowRT->GetFramebuffer(frame.GetFramebufferIndex()), windowRT->GetRenderPass(), windowRenderRect);
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builder.BeginDebugRegion("Main window rendering", Nz::Color::Green);
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{
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builder.SetScissor(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
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builder.SetViewport(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
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@@ -1126,9 +1126,9 @@ int main()
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builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
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builder.Draw(3);
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}
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builder.EndRenderPass();
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builder.EndDebugRegion();
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}
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builder.EndDebugRegion();
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builder.EndRenderPass();
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}, Nz::QueueType::Graphics);
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frame.Present();
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