GPU: Prevent temp FBOs from overwriting each other #11007
Merged
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Dragon Ball Z uses shader blending (for the absolute difference stuff) and depal at the same time. Turns out we were reusing a temp FBO for both and this was causing weirdness.
This simply uses a
reason
in the cache key so we get two separate temp FBOs.ALSO: useShaderDepal on Vulkan causes the outline to be offset slightly. Not sure if it's a rounding / pixel center issue or what.
-[Unknown]