Slightly work towards CxbxSetRenderTarget
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@ -94,7 +94,7 @@ XboxTextureStateConverter XboxTextureStates;
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D3D8LightState d3d8LightState = D3D8LightState();
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D3D8LightState d3d8LightState = D3D8LightState();
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D3D8TransformState d3d8TransformState = D3D8TransformState();
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D3D8TransformState d3d8TransformState = D3D8TransformState();
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FixedFunctionVertexShaderState ffShaderState = {0}; // TODO find a home for this and associated code
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FixedFunctionVertexShaderState ffShaderState = {}; // TODO find a home for this and associated code
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// Allow use of time duration literals (making 16ms, etc possible)
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// Allow use of time duration literals (making 16ms, etc possible)
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using namespace std::literals::chrono_literals;
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using namespace std::literals::chrono_literals;
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@ -211,8 +211,16 @@ static HRESULT CxbxSetRenderTarget(IDirect3DSurface* pHostRenderTarget)
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HRESULT hRet;
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HRESULT hRet;
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#ifdef CXBX_USE_D3D11
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#ifdef CXBX_USE_D3D11
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hRet = g_pD3DDeviceContext->OMSetRenderTargets(1, &pHostRenderTarget, NULL);
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D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc{};
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DEBUG_D3DRESULT(hRet, "g_pD3DDeviceContext->OMSetRenderTargets");
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renderTargetViewDesc.Format = (DXGI_FORMAT)0;// TODO : textureDesc (CXBXFORMAT)FormatInfo.pc
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renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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renderTargetViewDesc.Texture2D.MipSlice = 0;
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ComPtr<ID3D11RenderTargetView> renderTargetView;
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hRet = g_pD3DDevice->CreateRenderTargetView((ID3D11Resource*)pHostRenderTarget, &renderTargetViewDesc, renderTargetView.GetAddressOf());
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice->CreateRenderTargetView");
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g_pD3DDeviceContext->OMSetRenderTargets(1, renderTargetView.GetAddressOf(), nullptr);
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#else
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#else
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hRet = g_pD3DDevice->SetRenderTarget(/*RenderTargetIndex=*/0, pHostRenderTarget);
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hRet = g_pD3DDevice->SetRenderTarget(/*RenderTargetIndex=*/0, pHostRenderTarget);
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice->SetRenderTarget");
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice->SetRenderTarget");
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