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D3D11: Set GS to null when restoring state
Fixes the D3D11 renderer being broken on RetroArch due to it leaving a geometry shader bound.
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@ -110,6 +110,7 @@ void GPU_HW_D3D11::RestoreGraphicsAPIState()
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m_context->IASetVertexBuffers(0, 1, m_vertex_stream_buffer.GetD3DBufferArray(), &stride, &offset);
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m_context->IASetInputLayout(m_batch_input_layout.Get());
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m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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m_context->GSSetShader(nullptr, nullptr, 0);
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m_context->PSSetShaderResources(0, 1, m_vram_read_texture.GetD3DSRVArray());
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m_context->PSSetSamplers(0, 1, m_point_sampler_state.GetAddressOf());
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m_context->OMSetRenderTargets(1, m_vram_texture.GetD3DRTVArray(), m_vram_depth_view.Get());
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