Fix TAA jitter in post-resolve passes such as editor primitives and debug gizmos
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@@ -652,6 +652,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL
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const auto* batchesData = list.Batches.Get();
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const auto context = GPUDevice::Instance->GetMainContext();
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bool useInstancing = list.CanUseInstancing && CanUseInstancing(renderContext.View.Pass) && GPUDevice::Instance->Limits.HasInstancing;
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TaaJitterRemoveContext taaJitterRemove(renderContext.View);
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// Clear SR slots to prevent any resources binding issues (leftovers from the previous passes)
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context->ResetSR();
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