Reporting: Skip reporting reused depthbuffers.
Basically all games do it, no longer interesting.
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@ -484,7 +484,7 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
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// This happens a lot, but virtually always it's cleared.
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// It's possible the other might not clear, but when every game is reported it's not useful.
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if (params.isWritingDepth) {
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WARN_LOG_REPORT(SCEGE, "FBO reusing depthbuffer, %08x/%08x and %08x/%08x", params.fb_address, params.z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
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WARN_LOG(SCEGE, "FBO reusing depthbuffer, %08x/%08x and %08x/%08x", params.fb_address, params.z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
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sharingReported = true;
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}
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}
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