Fixed dependency link issues with library project.
Renamed D3DEngine project to DXDR.
Created DepthStencilView, RenderTargetView, ShaderResourceView wrappers.
created constants.h to hold various D3D defines.
removed underscores from some enum values.
fixed RenderTargetView::bind() not decreasing ref counts to obtained interfaces
moved GBuffer implementation to .cpp file
added deployment target to DeferredTest vcxproj
made Stopwatch implementation more idiomatic
Added code to disable vsync while the window is being resized to allow smooth resizing
replaced square.obj with screenquad.obj
some minor changes

renamed Filter enum to TextureFilter
removed need to specify Vertex/IndexBuffer flags for Vertex and Index
buffers
removed namespace dxdr::math
Implemented Texture1D and Texture3D
adjusted BlendState default argument values
added factory methods to Context for Texture1D, Texture3D
updated TODO.txt
Started implementing the rest of the shader types
replaced ComPtr<T> : unique_ptr<T, COMDeleter> class with a template alias, since VC++ 12 supports them finally
added more factory methods to Context for most implemented object
hopefully untabified all source files now