ProxyStateBlock implementation nearly complete. Only vertex shader constantF tracking missing.
Changes to proxy device to call proxy stateblock is selective capture is in progress.
Couple of places pointers now need to be checked for NULL as NULL is now valid in said places.
More missing NULL checks.
Nulled pointers that needed to be set NULL after clearing (they were just having the ref count reduced, but clearing them means reduce ref count and stop pointing.)
Default values on clearr for matricies (identity). Bman and aaaa running. Aaaa text flicker stopped. View flickers, need to check matrix state saving and application.
View where there should have been projection.
Typo that was part of the reason for crash on exiting games (although there still appears to be another in Aaa that I haven't found yet.)
Making sure tracking and control input is only handled once per frame
Shader const F tracking. BatmanAC test shows no flickering anymore, but the separation does funky things.
Fixed ambiguous non-virtual overriding of a method. Further checking reveals that 202 produces same effect in batman as the alternate frame version of perception.