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	HWRenderer: Added a workaround for the Intel Windows driver bug that causes glTexSubImage2D to not change the stencil buffer.
Reported here https://communities.intel.com/message/324464
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		@@ -869,8 +869,15 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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    state.Apply();
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    glActiveTexture(GL_TEXTURE0);
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    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
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                    fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
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    if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
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        // TODO(Subv): There is a bug with Intel Windows drivers that makes glTexSubImage2D not change the stencil buffer.
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        // The bug has been reported to Intel (https://communities.intel.com/message/324464)
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        glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb_depth_texture.width, fb_depth_texture.height, 0,
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            GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, temp_fb_depth_buffer.get());
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    } else {
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        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
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            fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
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    }
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    state.texture_units[0].texture_2d = 0;
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    state.Apply();
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