GPU/HW: Expose depth buffer to internal postprocessing
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@ -156,6 +156,7 @@ private:
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void SetClampedDrawingArea();
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void UpdateVRAMReadTexture(bool drawn, bool written);
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void UpdateDepthBufferFromMaskBit();
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void CopyAndClearDepthBuffer();
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void ClearDepthBuffer();
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void SetScissor();
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void SetVRAMRenderTarget();
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@ -229,6 +230,7 @@ private:
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std::unique_ptr<GPUTexture> m_vram_texture;
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std::unique_ptr<GPUTexture> m_vram_depth_texture;
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std::unique_ptr<GPUTexture> m_vram_depth_copy_texture;
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std::unique_ptr<GPUTexture> m_vram_read_texture;
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std::unique_ptr<GPUTexture> m_vram_readback_texture;
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std::unique_ptr<GPUDownloadTexture> m_vram_readback_download_texture;
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@ -269,6 +271,7 @@ private:
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bool m_allow_shader_blend : 1 = false;
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u8 m_texpage_dirty = 0;
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bool m_depth_was_copied = false;
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BatchConfig m_batch;
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@ -295,8 +298,10 @@ private:
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std::unique_ptr<GPUPipeline> m_vram_update_depth_pipeline;
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std::unique_ptr<GPUPipeline> m_vram_write_replacement_pipeline;
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std::array<std::unique_ptr<GPUPipeline>, 2> m_vram_extract_pipeline; // [24bit]
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std::array<std::unique_ptr<GPUPipeline>, 3> m_vram_extract_pipeline; // [24bit, 2=depth]
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std::unique_ptr<GPUTexture> m_vram_extract_texture;
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std::unique_ptr<GPUTexture> m_vram_extract_depth_texture;
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std::unique_ptr<GPUPipeline> m_copy_depth_pipeline;
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std::unique_ptr<GPUTexture> m_downsample_texture;
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std::unique_ptr<GPUPipeline> m_downsample_first_pass_pipeline;
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