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More iOS work
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@ -845,7 +845,7 @@ void RendererMTL::beginRenderPassIfNeeded(
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) {
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) {
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createCommandBufferIfNeeded();
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createCommandBufferIfNeeded();
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if (1 ||doesClears || !renderCommandEncoder || colorTexture != lastColorTexture ||
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if (doesClears || !renderCommandEncoder || colorTexture != lastColorTexture ||
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(depthTexture != lastDepthTexture && !(lastDepthTexture && !depthTexture))) {
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(depthTexture != lastDepthTexture && !(lastDepthTexture && !depthTexture))) {
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endRenderPass();
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endRenderPass();
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