forked from joejulian/gio
app/internal/d3d11: include depth buffer in current framebuffer query
Fixes rendering on Windows. Thanks to Egon Elbre for noticing. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -279,12 +279,15 @@ func NewBackend(d *Device) (*Backend, error) {
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}
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func (b *Backend) BeginFrame() backend.Framebuffer {
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renderTarget := b.dev.ctx.OMGetRenderTargets()
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renderTarget, depthView := b.dev.ctx.OMGetRenderTargets()
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// Assume someone else is holding on to the render targets.
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if renderTarget != nil {
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// Assume someone else is holding on to it.
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_IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.vtbl.Release)
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}
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return &Framebuffer{dev: b.dev, renderTarget: renderTarget, foreign: true}
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if depthView != nil {
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_IUnknownRelease(unsafe.Pointer(depthView), depthView.vtbl.Release)
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}
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return &Framebuffer{dev: b.dev, renderTarget: renderTarget, depthView: depthView, foreign: true}
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}
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func (b *Backend) EndFrame() {
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@@ -1197,18 +1197,21 @@ func (c *_ID3D11DeviceContext) IASetPrimitiveTopology(mode uint32) {
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)
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}
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func (c *_ID3D11DeviceContext) OMGetRenderTargets() *_ID3D11RenderTargetView {
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var target *_ID3D11RenderTargetView
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func (c *_ID3D11DeviceContext) OMGetRenderTargets() (*_ID3D11RenderTargetView, *_ID3D11DepthStencilView) {
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var (
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target *_ID3D11RenderTargetView
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depthStencilView *_ID3D11DepthStencilView
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)
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syscall.Syscall6(
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c.vtbl.OMGetRenderTargets,
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4,
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uintptr(unsafe.Pointer(c)),
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1, // NumViews
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uintptr(unsafe.Pointer(&target)),
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0, // pDepthStencilView
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uintptr(unsafe.Pointer(&depthStencilView)),
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0, 0,
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)
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return target
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return target, depthStencilView
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}
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func (c *_ID3D11DeviceContext) OMSetRenderTargets(target *_ID3D11RenderTargetView, depthStencil *_ID3D11DepthStencilView) {
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