Graphics/FrameGraph: Fix texture pool issue
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@@ -245,9 +245,7 @@ namespace Nz
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if (passIndex == lastUsingPassId)
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{
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std::size_t textureId = Retrieve(m_pending.attachmentToTextures, attachmentId);
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// For input/output depth-stencil buffer, the same texture can be used
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if (m_pending.texturePool.empty() || m_pending.texturePool.back() != textureId)
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if (m_pending.texturePool.empty())
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{
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assert(std::find(m_pending.texturePool.begin(), m_pending.texturePool.end(), textureId) == m_pending.texturePool.end());
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m_pending.texturePool.push_back(textureId);
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