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If the texture barrier GL extension is enabled, make a read-only copy of
the depth buffer to use for u_DepthMap sampling, thereby avoiding
texture feedback loops in another way. Configurable by setting
r_readonlyDepthBuffer 0 (skip the copy even if there is no texture
barrier - useful for low-performance systems) or r_readonlyDepthBuffer 2
(always make the copy - useful for testing that code path).
Fixes#1783 (broken depth fade on Apple Silicon).
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