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Some platforms don't support depth copies but do support writing to the depth buffer using raster. One example is D3D9.
This fixes games like Jeanne D'Arc and Saint Seiya on D3D9.
This capability might also be useful for other backends in the future in case doing it this way is faster than a blit operation, to be determined. And also maybe for D3D11 that can't blit depth without also blitting stencil.
Also, renames
FramebufferNotificationChannel
to simplyRasterChannel
since the enum has gathered more users over time.Currently only used when blit and copy are unavailable, but that may change in the future.