Fixup a few mis-mapped EMUFORMAT's
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@ -127,14 +127,19 @@ typedef D3D11_RECT D3DRECT;
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#define EMUFMT_X8R8G8B8 _9_11(D3DFMT_X8R8G8B8, DXGI_FORMAT_B8G8R8X8_UNORM)
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#define EMUFMT_YUY2 _9_11(D3DFMT_YUY2, DXGI_FORMAT_YUY2)
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#define DXGI_FORMAT_NOT_AVAILABLE DXGI_FORMAT_UNKNOWN // TODO : Replace below occurences with a suitable format and corresponding conversion
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#define DXGI_FORMAT_NOT_AVAILABLE DXGI_FORMAT_UNKNOWN // TODO : Replace below occurrences with a suitable format and corresponding conversion
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// Unmappable to Direct3D 11 :
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#define EMUFMT_D16_LOCKABLE _9_11(D3DFMT_D16_LOCKABLE, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)200 ? How to handle in our code?
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#define EMUFMT_DXT2 _9_11(D3DFMT_DXT2, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)201 ? How to handle in our code?
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#define EMUFMT_DXT4 _9_11(D3DFMT_DXT4, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)202 ? How to handle in our code?
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#define EMUFMT_L6V5U5 _9_11(D3DFMT_L6V5U5, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)203 ? How to handle in our code?
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#define EMUFMT_UYVY _9_11(D3DFMT_UYVY, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)204 ? How to handle in our code?
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#define EMUFMT_VERTEXDATA _9_11(D3DFMT_VERTEXDATA, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)205 ? How to handle in our code?
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#define EMUFMT_D15S1 _9_11(D3DFMT_D15S1, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)200 ? How to handle in our code?
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#define EMUFMT_D16_LOCKABLE _9_11(D3DFMT_D16_LOCKABLE, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)201 ? How to handle in our code?
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#define EMUFMT_D24X4S4 _9_11(D3DFMT_D24X4S4, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)202 ? How to handle in our code?
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#define EMUFMT_D24X8 _9_11(D3DFMT_D24X8, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)203 ? How to handle in our code?
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#define EMUFMT_D32 _9_11(D3DFMT_D32, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)204 ? How to handle in our code?
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#define EMUFMT_DXT2 _9_11(D3DFMT_DXT2, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)205 ? How to handle in our code?
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#define EMUFMT_DXT4 _9_11(D3DFMT_DXT4, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)206 ? How to handle in our code?
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#define EMUFMT_INDEX16 _9_11(D3DFMT_INDEX16, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)207 ? How to handle in our code?
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#define EMUFMT_L6V5U5 _9_11(D3DFMT_L6V5U5, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)208 ? How to handle in our code?
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#define EMUFMT_UYVY _9_11(D3DFMT_UYVY, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)209 ? How to handle in our code?
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#define EMUFMT_VERTEXDATA _9_11(D3DFMT_VERTEXDATA, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)210 ? How to handle in our code?
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typedef xbox::word_xt INDEX16; // TODO: Move INDEX16 into xbox namespace
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@ -1353,7 +1358,7 @@ typedef DWORD X_VERTEXSHADERCONSTANTMODE;
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#define VERSION_XVSW 0x7778 // 'xw' Xbox vertex read/write shader. Corresponds to X_VST_READWRITE
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/// nv2a microcode header
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typedef struct
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typedef struct _VSH_SHADER_HEADER
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{
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uint16_t Version; // See VERSION_XVS*
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uint16_t NumInst;
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@ -1375,7 +1380,8 @@ typedef struct _X_VERTEXSHADERINPUT
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}
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X_VERTEXSHADERINPUT;
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typedef struct {
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typedef struct _VertexShaderSlot
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{
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DWORD StreamIndex;
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DWORD Offset;
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DWORD SizeAndType;
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