Graphics/FrameGraph: Reuse textures if possible
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@@ -45,6 +45,7 @@ namespace Nz
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using BarrierList = std::vector<PassBarriers>;
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using PassList = std::vector<std::size_t /*PassIndex*/>;
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using AttachmentIdToPassMap = std::unordered_map<std::size_t /*resourceIndex*/, PassList /*passIndexes*/>;
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using AttachmentIdToPassId = std::unordered_map<std::size_t /*attachmentId*/, std::size_t /*passId*/>;
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using AttachmentIdToTextureId = std::unordered_map<std::size_t /*attachmentId*/, std::size_t /*textureId*/>;
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using PassIdToPhysicalPassIndex = std::unordered_map<std::size_t /*passId*/, std::size_t /*physicalPassId*/>;
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using TextureTransition = BakedFrameGraph::TextureTransition;
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@@ -88,6 +89,7 @@ namespace Nz
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std::vector<std::shared_ptr<RenderPass>> renderPasses;
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std::vector<PhysicalPassData> physicalPasses;
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std::vector<TextureData> textures;
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AttachmentIdToPassId attachmentLastUse;
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AttachmentIdToPassMap attachmentReadList;
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AttachmentIdToPassMap attachmentWriteList;
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AttachmentIdToTextureId attachmentToTextures;
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