Xbox build
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@@ -19,7 +19,13 @@
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#include "PrefsManager.h"
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#include "RageSurface.h"
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#include "RageSurfaceUtils.h"
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#if !defined(XBOX)
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#include "archutils/Win32/GraphicsWindow.h"
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#else
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#include "archutils/Xbox/GraphicsWindow.h"
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#endif
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#include "ScreenDimensions.h"
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#include "arch/arch.h"
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@@ -475,18 +481,19 @@ CString RageDisplay_D3D::TryVideoMode( VideoModeParams p, bool &bNewDeviceOut )
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{
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if( FindBackBufferType( p.windowed, p.bpp ) == D3DFMT_UNKNOWN ) // no possible back buffer formats
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return ssprintf( "FindBackBufferType(%i,%i) failed", p.windowed, p.bpp ); // failed to set mode
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#if !defined(XBOX)
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if( g_hWndMain == NULL )
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GraphicsWindow::CreateGraphicsWindow( p );
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#if defined(XBOX)
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#else
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p.windowed = false;
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#endif
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/* Set up and display the window before setting up D3D. If we don't do this,
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* then setting up a fullscreen window (when we're not coming from windowed)
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* causes all other windows on the system to be resized to the new resolution. */
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#if !defined(XBOX)
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GraphicsWindow::ConfigureGraphicsWindow( p );
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#endif
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ZeroMemory( &g_d3dpp, sizeof(g_d3dpp) );
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@@ -496,7 +503,11 @@ CString RageDisplay_D3D::TryVideoMode( VideoModeParams p, bool &bNewDeviceOut )
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g_d3dpp.BackBufferCount = 1;
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g_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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#if !defined(XBOX)
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g_d3dpp.hDeviceWindow = g_hWndMain;
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#else
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g_d3dpp.hDeviceWindow = NULL;
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#endif
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g_d3dpp.Windowed = p.windowed;
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g_d3dpp.EnableAutoDepthStencil = TRUE;
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g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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