d3d12: make depth read optionnal
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@@ -1419,11 +1419,12 @@ void D3D12GSRender::Flip()
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void D3D12GSRender::WriteDepthBuffer()
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{
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if (!Ini.GSDumpDepthBuffer.GetValue())
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return;
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if (!m_set_context_dma_z)
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return;
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u32 address = GetAddress(m_surface_offset_z, m_context_dma_z - 0xfeed0000);
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auto ptr = vm::get_ptr<void>(address);
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D3D12_HEAP_PROPERTIES heapProp = {};
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