Merge pull request #236 from magumagu/d3d11-fix-peekz
D3D11: Use appropriate shader for PEEK_Z.
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@ -391,7 +391,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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&RectToLock,
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Renderer::GetTargetWidth(),
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Renderer::GetTargetHeight(),
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PixelShaderCache::GetDepthMatrixProgram(true),
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PixelShaderCache::GetColorCopyProgram(true),
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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