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ES2 crash fix: Don't draw depth if lacking fragment shader depth write.
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@ -575,7 +575,7 @@ void FramebufferManagerCommon::SetDepthFrameBuffer(bool isClearingDepth) {
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// Need to upload the first line of depth buffers, for Burnout Dominator lens flares. See issue #11100 and comments to #16081.
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// Might make this more generic and upload the whole depth buffer if we find it's needed for something.
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if (newlyUsingDepth) {
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if (newlyUsingDepth && draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
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// Sanity check the depth buffer pointer.
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if (Memory::IsValidRange(currentRenderVfb_->z_address, currentRenderVfb_->width * 2)) {
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const u16 *src = (const u16 *)Memory::GetPointerUnchecked(currentRenderVfb_->z_address);
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@ -1252,6 +1252,7 @@ void TextureCacheCommon::LoadClut(u32 clutAddr, u32 loadBytes) {
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}
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}
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// To turn off dynamic CLUT (for demonstration or testing purposes), add "false &&" to this check.
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if (chosenFramebuffer && chosenFramebuffer->fbo) {
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clutRenderAddress_ = bestClutAddress;
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