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Fix a large part of XTL-hell #1731
This PR fixes a large part of what we've been calling "XTL-hell", which is (was) the problem that non-Xbox symbols were included in the Xbox-only "namespace XTL".
The remaining XTL mentions are now really needed to indicate Xbox-specific symbols.
(Note, that the sound-code is left largely untouched, so there's still XTL-issues aroud that part of our code.)
This PR should not have any functional impact.
There's a slight risk that some log-renderings are impacted, since symbols now no-longer-can or now-cannot be resolved to logging intrinsics. If this turns out to be the case, it should be resolved in a followup-PR.
…ds from this field by g_Xbox_VertexShader_Handle (since all writes to this field used that as source)
…, wrap applicable contents of these included files in namespace XTL. Removed all now-obsolete "XTL::" prefixes.
…the now-obsolete duplicate of X_D3DCALLBACK). Also nicely indent all Direct3D9 alias defines, introduced when porting from Direct3D8. Who knows, one day we might re-define them once again to port to more recent Direct3D versions?
There's two remarks I am requesting:
EDIT: After that, looks good to me. (Beside D3D9 plugin's method been changed to global handle.)
Although, I believe testing may be necessary to see if regression may occur or not. Since the D3D9 plugin had changed the method from context's xbox handle to global xbox handle.
DrawContext is an invention of us, and is merely a carrier of data that doesn't survive longer than the draw call itself. So storing a handle in there is equal to Not storing and using the source value directly, because the source value doesn't change in between.