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Turn things right side in on SDL_GPU (#260)
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@ -93,7 +93,7 @@ static SDL_GPUGraphicsPipeline* InitializeGraphicsPipeline(SDL_GPUDevice* device
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pipelineCreateInfo.depth_stencil_state.enable_depth_test = true;
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pipelineCreateInfo.depth_stencil_state.enable_depth_write = depthWrite;
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pipelineCreateInfo.depth_stencil_state.enable_stencil_test = false;
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pipelineCreateInfo.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS;
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pipelineCreateInfo.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_GREATER;
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pipelineCreateInfo.depth_stencil_state.write_mask = 0xff;
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SDL_GPUGraphicsPipeline* pipeline = SDL_CreateGPUGraphicsPipeline(device, &pipelineCreateInfo);
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@ -277,7 +277,7 @@ HRESULT Direct3DRMSDL3GPURenderer::BeginFrame(const D3DRMMATRIX4D& viewMatrix)
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SDL_GPUDepthStencilTargetInfo depthStencilTargetInfo = {};
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depthStencilTargetInfo.texture = m_depthTexture;
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depthStencilTargetInfo.clear_depth = 1.f;
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depthStencilTargetInfo.clear_depth = 0.f;
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depthStencilTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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SDL_GPUCommandBuffer* cmdbuf = SDL_AcquireGPUCommandBuffer(m_device);
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