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Add check that depth image is inside RDRAM bound in DepthBufferToRDRAM::CopyToRDRAM
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@ -947,6 +947,9 @@ bool DepthBufferToRDRAM::CopyToRDRAM( u32 _address) {
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m_lastDList = RSP.DList;
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DepthBuffer * pDepthBuffer = pBuffer->m_pDepthBuffer;
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const u32 address = pDepthBuffer->m_address;
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if (address + VI.width*VI.height*2 > RDRAMSize)
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return false;
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if (config.video.multisampling == 0)
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glBindFramebuffer(GL_READ_FRAMEBUFFER, pBuffer->m_FBO);
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else {
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