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FramebufferManager: Correctly handle read back D24S8 textures
Needed for the Adreno/Vulkan workaround, and if we ever switch to a D24 texture for the depth buffer w/ unrestricted depth range.
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@@ -44,6 +44,7 @@ public:
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// Does not require the framebuffer to be created. Slower than direct queries.
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static AbstractTextureFormat GetEFBColorFormat();
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static AbstractTextureFormat GetEFBDepthFormat();
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static AbstractTextureFormat GetEFBDepthCopyFormat();
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static TextureConfig GetEFBColorTextureConfig();
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static TextureConfig GetEFBDepthTextureConfig();
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