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Sample to Demonstrate new D3D9Ex features.

NOTE: To compile this sample you must also download the DirectX SDK. This sample requires D3D9x*.h and D3D9x.lib which are available in the DirectX SDK.
After installing the DirectX SDK you must add the DirectX SDK include and libary paths to your build environment.
If using the Windows SDK build environment:
- Set Include=%Include%;%DXSDK_DIR%include
- Set LIB=%LIB%;%DXSDK_DIR%LIB\[X86 | X64]

If using Visual Studio 2005:
- From the Tools menu select Options
- Expand “Projects and Solutions” and select VC++ Directories.
- Under “Show directories for:” Select “Include files” and Add $(DXSDK_DIR)\Include to the bottom of the include paths
- Under “Show directories for:” select “Library files” and Add $(DXSDK_DIR)\Lib\[X86 | X64] to the bottom of the library paths.

This sample demonstrates:
- Sharing surfaces between D3D devices
- Elimination of Device lost with D3D9Ex
- GPU Priority
- Composition

The sample application renders a cursor indepedently of the scene geometry.
The scene (cubes in this case) are drawn by a D3D9Ex device that runs
in a lower priority background thread.  The image is copied to a shared
surface.  The main application thread contains a D3D9Ex device as well.
This thread runs at a higher priority and composites the shared image
with a D3D9Ex drawn cursor and text in real time.  This allows for
fluid cursor and text updates even when the scene is too complex to be
handled in real-time.

Press the UP arrow key to increase the scene complexity.
Press the DOWN arrow key to decrease the scene complexity.

Try increasing the Number of Cubes to a very high number.  The cubes will
update slowly, but the cursor will still be responsive.