fix: graphics_device_init - don't bind depth_stencil to OM
raw3d_test proves D3D11 pipeline works when not using engine's init. Engine graphics_device_init has some state that conflicts with inline VB rendering.
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@@ -60,7 +60,7 @@ int graphics_device_init(GraphicsDevice* d, void* hwnd, uint32_t w, uint32_t h,
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d->device->lpVtbl->CreateRenderTargetView(d->device, (ID3D11Resource*)back_buffer, NULL, &d->render_target);
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if (back_buffer) back_buffer->lpVtbl->Release(back_buffer);
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create_depth_stencil(d, w, h);
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d->context->lpVtbl->OMSetRenderTargets(d->context, 1, &d->render_target, d->depth_stencil);
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d->context->lpVtbl->OMSetRenderTargets(d->context, 1, &d->render_target, NULL);
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D3D11_VIEWPORT vp = {0};
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vp.Width = (float)w; vp.Height = (float)h;
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vp.MaxDepth = 1.0f;
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