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D3D11: Add support for viewing the depth and stencil buffers in the GE debugger
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@@ -1366,6 +1366,10 @@ bool FramebufferManagerGLES::GetDepthbuffer(u32 fb_address, int fb_stride, u32 z
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return true;
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}
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if (!vfb->fbo) {
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return false;
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}
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if (gstate_c.Supports(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) {
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buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT_DIV_256, !useBufferedRendering_);
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} else {
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