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Working HECL shader generation on D3D11/12
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@@ -132,7 +132,7 @@ struct Boo3DAppContext
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D3D12Context::Window& win = m_ctx12.m_windows[window];
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BOOL isFScr;
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win.m_swapChain->GetFullscreenState(&isFScr, nullptr);
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return isFScr;
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return isFScr != 0;
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}
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#endif
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if (m_ctx11.m_dev)
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@@ -167,7 +167,8 @@ struct Boo3DAppContext
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out->GetDesc(&outDesc);
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win.m_swapChain->SetFullscreenState(true, nullptr);
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DXGI_MODE_DESC mdesc = {outDesc.DesktopCoordinates.right, outDesc.DesktopCoordinates.bottom};
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DXGI_MODE_DESC mdesc = {UINT(outDesc.DesktopCoordinates.right - outDesc.DesktopCoordinates.left),
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UINT(outDesc.DesktopCoordinates.bottom - outDesc.DesktopCoordinates.top)};
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win.m_swapChain->ResizeTarget(&mdesc);
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}
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else
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