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Fix Kurohyou again. See #9576
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@ -566,7 +566,7 @@ void FramebufferManagerCommon::SetDepthFrameBuffer(bool isClearingDepth) {
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bool newlyUsingDepth = (currentRenderVfb_->usageFlags & FB_USAGE_RENDER_DEPTH) == 0;
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bool newlyUsingDepth = (currentRenderVfb_->usageFlags & FB_USAGE_RENDER_DEPTH) == 0;
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currentRenderVfb_->usageFlags |= FB_USAGE_RENDER_DEPTH;
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currentRenderVfb_->usageFlags |= FB_USAGE_RENDER_DEPTH;
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uint32_t boundDepthBuffer = gstate.getDepthBufRawAddress();
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uint32_t boundDepthBuffer = gstate.getDepthBufRawAddress() | 0x04000000;
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if (currentRenderVfb_->z_address != boundDepthBuffer) {
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if (currentRenderVfb_->z_address != boundDepthBuffer) {
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WARN_LOG_N_TIMES(z_reassign, 5, G3D, "Framebuffer at %08x/%d has switched associated depth buffer from %08x to %08x, updating.",
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WARN_LOG_N_TIMES(z_reassign, 5, G3D, "Framebuffer at %08x/%d has switched associated depth buffer from %08x to %08x, updating.",
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currentRenderVfb_->fb_address, currentRenderVfb_->fb_stride, currentRenderVfb_->z_address, boundDepthBuffer);
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currentRenderVfb_->fb_address, currentRenderVfb_->fb_stride, currentRenderVfb_->z_address, boundDepthBuffer);
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