Graphics/FrameGraph: Fix texture pool issue
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@@ -46,7 +46,7 @@ namespace Nz
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inline std::size_t AddInput(std::size_t attachmentId);
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inline std::size_t AddOutput(std::size_t attachmentId);
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template<typename F> void ForEachAttachment(F&& func) const;
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template<typename F> void ForEachAttachment(F&& func, bool singleDSInputOutputCall = true) const;
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inline const CommandCallback& GetCommandCallback() const;
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inline const std::optional<DepthStencilClear>& GetDepthStencilClear() const;
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@@ -39,7 +39,7 @@ namespace Nz
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return outputIndex;
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}
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template<typename F>
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void FramePass::ForEachAttachment(F&& func) const
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void FramePass::ForEachAttachment(F&& func, bool singleDSInputOutputCall) const
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{
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for (const auto& input : m_inputs)
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func(input.attachmentId);
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@@ -52,7 +52,10 @@ namespace Nz
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func(m_depthStencilInput);
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if (m_depthStencilOutput != FramePass::InvalidAttachmentId && m_depthStencilOutput != m_depthStencilInput)
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func(m_depthStencilOutput);
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{
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if (!singleDSInputOutputCall || m_depthStencilOutput != m_depthStencilInput)
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func(m_depthStencilOutput);
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}
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}
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else if (m_depthStencilOutput != FramePass::InvalidAttachmentId)
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func(m_depthStencilOutput);
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