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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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@@ -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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