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Always enable glConfig.usingReadonlyDepth on AMD + bindless textures
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src/engine/renderer/tr_init.cpp

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@@ -1430,6 +1430,11 @@ ScreenshotCmd screenshotPNGRegistration("screenshotPNG", ssFormat_t::SSF_PNG, "p
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break;
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}
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if ( glConfig.usingBindlessTextures && glConfig.hardwareVendor == glHardwareVendor_t::ATI ) {
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glConfig.usingReadonlyDepth = true;
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Log::Notice( "Using read-only depth buffer copy because bindless textures are being used on AMD hardware" );
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}
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if ( glConfig.usingReadonlyDepth && !r_depthShaders.Get() )
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{
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Log::Warn( "Disabling read-only depth buffer because depth pre-pass is disabled" );

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