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GPU: Reduce depth blits when not updated.
If the game initially clears the depth in a buffer, but then never uses that depth again, don't keep blitting depth. Improves #8538, by preventing the depth blits in this case.
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@@ -412,6 +412,7 @@ void FramebufferManagerVulkan::BlitFramebufferDepth(VirtualFramebuffer *src, Vir
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if (matchingDepthBuffer && matchingRenderSize && matchingSize) {
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// TODO: Currently, this copies depth AND stencil, which is a problem. See #9740.
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draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, src->renderWidth, src->renderHeight, 1, Draw::FB_DEPTH_BIT);
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dst->last_frame_depth_updated = gpuStats.numFlips;
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} else if (matchingDepthBuffer && matchingSize) {
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/*
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int w = std::min(src->renderWidth, dst->renderWidth);
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