Combine render passes where feasible #7040
Merged
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Optimization: when two (or more) following render passes render to the same render target + few other conditions are met, render them in a single pass. This is an optimization for tiled architecture (mostly mobile), to avoid the first pass having to write out the render target to main memory and then load it back in the following pass, keeping it all in the fast tile memory.
Typically a UI rendering is merged into RenderPassCompose (post-processing). We save the color buffer + depth buffer store and then load, which is costly especially when MSAA is used.