glInvalifdateFramebuffer Extra call after upgrading to unity 2021

After upgrading from Unity 2020 to the 2021 LTS (URP 12.1.6) the render times per frame have gone up by 7ms

Renderdoc indicates an extra call to glInvalidateFramebuffer right before PlayerEndOfframe that does not occur in like for like comparison with Unity 2020

glInvalidateFrameBuffer(XR Tetxure[4])

Any ideas where this has sprung from and how to eliminate it ?

I’m currently trying to investigate why this call is so high in our app but good to know that there is an extra call to it in 2021!