d3d12: Override the near/far values of the viewport when blitting DS
DirectX always depth-clamps PS outputs, and the util_blitter sets a [0,0] depth range for texture blits (Thanks Jesse for this finding). So when blitting a DS texture override the depth range when setting the viewport state.
This fixes piglits: fbo-generatemipmap-formats GL_ARB_depth_texture ext_framebuffer_multisample-upsample 4 depth
@jenatali @kusma I'm aware that it is a bit hackish, so any better suggestion is very welcome.
Edited by Erik Faye-Lund