fix(rendering): compute render pass merge info in render graph order - #314
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star-e merged 1 commit intoAug 29, 2026
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In debug mode, pass hashes are generated while traversing the resource graph during compilation, so the render-pass merge bookkeeping (needBeginRP/needEndRP) can be computed in a different order from the actual execution order. When passes are reused, this can cause draw commands to be recorded outside a render pass and rejected by the validator. Compute hashes after compilation by iterating the render graph vertices in execution order, and only include valid raster passes in debug mode. Refs cocos#156
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@VanityNie, Please check the result of
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@VanityNie, Please check the result of
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In debug mode, pass hashes are generated while traversing the resource graph during compilation, so the render-pass merge bookkeeping (needBeginRP/needEndRP) can be computed in a different order from the actual execution order. When passes are reused, this can cause draw commands to be recorded outside a render pass and rejected by the validator.
Compute hashes after compilation by iterating the render graph vertices in execution order, and only include valid raster passes in debug mode.
Refs #156
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