Graphics/FrameGraph: Make use of RenderPassCache
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@@ -851,7 +851,8 @@ namespace Nz
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BuildPhysicalPassDependencies(colorAttachmentCount, depthStencilAttachmentIndex.has_value(), renderPassAttachments, subpassesDesc, subpassesDeps);
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m_pending.renderPasses.push_back(renderDevice->InstantiateRenderPass(std::move(renderPassAttachments), std::move(subpassesDesc), std::move(subpassesDeps)));
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m_pending.renderPasses.push_back(Graphics::Instance()->GetRenderPassCache().Get(renderPassAttachments, subpassesDesc, subpassesDeps));
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//m_pending.renderPasses.push_back(renderDevice->InstantiateRenderPass(std::move(renderPassAttachments), std::move(subpassesDesc), std::move(subpassesDeps)));
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physicalPassIndex++;
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}
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