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Remove SDL_GPUDepthStencilValue struct
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@@ -369,7 +369,7 @@ Render(SDL_Window *window, const int windownum)
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color_target.texture = winstate->tex_msaa ? winstate->tex_msaa : swapchain;
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SDL_zero(depth_target);
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depth_target.clear_value.depth = 1.0f;
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depth_target.clear_depth = 1.0f;
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depth_target.load_op = SDL_GPU_LOADOP_CLEAR;
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depth_target.store_op = SDL_GPU_STOREOP_DONT_CARE;
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depth_target.texture = winstate->tex_depth;
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