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GS:HW: Fix ROV texture type conversion for temporary Z.
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@@ -7846,7 +7846,7 @@ void GSRendererHW::ConvertTextureTypeROVSingle(GSTextureCache::Target* tgt, bool
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}
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#if PCSX2_DEVBUILD
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new_tex->SetDebugName(tgt->m_texture->GetDebugName());
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new_tex->SetDebugName(old_tex->GetDebugName());
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#endif
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if (tgt->m_texture == old_tex)
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@@ -7877,12 +7877,13 @@ void GSRendererHW::ConvertTextureTypeROV(GSTextureCache::Target* rt, GSTextureCa
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// Convert depth to the proper type/format.
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if (ds)
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{
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if (m_conf.ps.HasDepthROV() && !ds->m_texture->IsShaderWrite())
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// Note: we must use m_conf.ds because it might be the temporary Z texture.
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if (m_conf.ps.HasDepthROV() && !m_conf.ds->IsShaderWrite())
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{
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GL_PUSH("HW: Convert DepthStencil -> DepthColor for ROV.");
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ConvertTextureTypeROVSingle(ds, true);
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}
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else if (!m_conf.ps.HasDepthROV() && !ds->m_texture->IsDepthStencil())
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else if (!m_conf.ps.HasDepthROV() && !m_conf.ds->IsDepthStencil())
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{
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GL_PUSH("HW: Convert DepthColor -> DepthStencil for non-ROV.");
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ConvertTextureTypeROVSingle(ds, false);
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