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Remove a bad check making us use the wrong way to copy depth buffers. Add a cap so we can try to unify BlitFramebufferDepth later.
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@@ -434,13 +434,15 @@ void FramebufferManagerVulkan::BlitFramebufferDepth(VirtualFramebuffer *src, Vir
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bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
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bool matchingSize = src->width == dst->width && src->height == dst->height;
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bool matchingRenderSize = src->renderWidth == dst->renderWidth && src->renderHeight == dst->renderHeight;
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if (gstate_c.Supports(GPU_SUPPORTS_ANY_COPY_IMAGE) && matchingDepthBuffer && matchingRenderSize && matchingSize) {
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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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} else if (matchingDepthBuffer && matchingSize) {
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/*
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int w = std::min(src->renderWidth, dst->renderWidth);
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int h = std::min(src->renderHeight, dst->renderHeight);
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draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST);
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*/
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}
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}
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