fix build issues
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@ -2271,7 +2271,10 @@ static void EmuVerifyResourceIsRegistered(xbox::X_D3DResource *pResource, DWORD
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// would be overwritten by the surface created in SetRenderTarget
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// However, if a non-rendertarget surface is used here, we'll need to recreate it as a render target!
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auto hostResource = it->second.pHostResource;
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assert(xboxResourceType == GetXboxD3DResourceType(pResource));
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auto xboxSurface = (xbox::X_D3DSurface*)pResource;
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auto xboxTexture = (xbox::X_D3DTexture*)pResource;
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auto xboxResourceType = GetXboxD3DResourceType(pResource);
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// Only continue checking if we were able to get the surface desc, if it failed, we fall-through
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// to previous resource management behavior
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@ -30,7 +30,7 @@
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#define LOG_PREFIX CXBXR_MODULE::GUI
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#include "common/cxbxr.hpp" // for CxbxrExec
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#include "core\hle\D3D8\XbConvert.h"
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#include "Logging.h"
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#include "WndMain.h"
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#include "DlgAbout.h"
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