Commit d251a74
Vulkan: fix menu brightness overriding game brightness in HDR
The game and menu composite HDR pipeline calls shared a single
persistently-mapped UBO buffer. Since both draws are recorded into
one command buffer before GPU submission, the menu composite write
overwrote the game content's BrightnessNits before the GPU executed
either draw — causing menu brightness changes to affect game content.
Add a separate ubo_menu buffer for the menu composite draw so each
pipeline call writes to independent GPU memory.
D3D11/D3D12 are unaffected: MAP_WRITE_DISCARD allocates new backing
memory per Map call, so each draw naturally sees its own UBO data.1 parent 4d9e2eb commit d251a74
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