Add GPUQueryType::BinaryOcclusion for simpler visibility checks
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@@ -229,7 +229,7 @@ void GPUContextWebGPU::SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureVi
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void GPUContextWebGPU::SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPUTextureView*>& rts)
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{
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ASSERT(Math::IsInRange(rts.Length(), 1, GPU_MAX_RT_BINDED));
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ASSERT(Math::IsInRange(rts.Length(), 0, GPU_MAX_RT_BINDED));
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auto depthBufferGPU = (GPUTextureViewWebGPU*)depthBuffer;
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if (_renderTargetCount != rts.Length() || _depthStencil != depthBufferGPU || Platform::MemoryCompare(_renderTargets, rts.Get(), rts.Length() * sizeof(void*)) != 0)
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{
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