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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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