Cleanup: Eevee: Use DRW_PASS_CREATE macro when possible
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@@ -283,7 +283,7 @@ void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data
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if ((effects->enabled_effects & (EFFECT_TAA | EFFECT_TAA_REPROJECT)) != 0) {
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struct GPUShader *sh = EEVEE_shaders_taa_resolve_sh_get(effects->enabled_effects);
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psl->taa_resolve = DRW_pass_create("Temporal AA Resolve", DRW_STATE_WRITE_COLOR);
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DRW_PASS_CREATE(psl->taa_resolve, DRW_STATE_WRITE_COLOR);
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DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->taa_resolve);
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DRW_shgroup_uniform_texture_ref(grp, "colorHistoryBuffer", &txl->taa_history);
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