mirror of https://github.com/PCSX2/pcsx2.git
GS/OpenGL: Fix fb target conflict without fbfetch
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@ -1653,14 +1653,9 @@ void GSDeviceOGL::OMAttachDs(GSTextureOGL* ds)
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if (GLState::ds != id)
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if (GLState::ds != id)
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{
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{
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GLState::ds = id;
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GLState::ds = id;
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if (ds && ds->IsDss())
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{
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const GLenum target = GLLoader::found_framebuffer_fetch ? GL_DEPTH_ATTACHMENT : GL_DEPTH_STENCIL_ATTACHMENT;
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, id, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, target, GL_TEXTURE_2D, id, 0);
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}
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else
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{
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, id, 0);
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}
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}
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}
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}
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}
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@ -71,7 +71,6 @@ public:
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void Swap(GSTexture* tex) final;
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void Swap(GSTexture* tex) final;
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GSMap Read(const GSVector4i& r, AlignedBuffer<u8, 32>& buffer);
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GSMap Read(const GSVector4i& r, AlignedBuffer<u8, 32>& buffer);
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bool IsDss() { return (m_type == Type::DepthStencil || m_type == Type::SparseDepthStencil) && !GLLoader::found_framebuffer_fetch; }
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bool IsDepth() { return (m_type == Type::DepthStencil || m_type == Type::SparseDepthStencil); }
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bool IsDepth() { return (m_type == Type::DepthStencil || m_type == Type::SparseDepthStencil); }
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bool IsIntegerFormat() const
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bool IsIntegerFormat() const
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{
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{
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