N64: Fix jabo's framebuffer problems!
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084ed67742
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0a52315574
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@ -172,15 +172,19 @@ extern "C"
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{
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{
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LOG("IDirect3DDevice8::GetBackBuffer( " << BackBuffer << " , " << Type << " , " << ppBackBuffer << " ) [ " << this << " ]\n");
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LOG("IDirect3DDevice8::GetBackBuffer( " << BackBuffer << " , " << Type << " , " << ppBackBuffer << " ) [ " << this << " ]\n");
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/*
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D3D8Base::IDirect3DSurface8* realD3D = NULL;
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D3D8Base::IDirect3DSurface8* realD3D = NULL;
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HRESULT hr = m_pDevice->GetBackBuffer(BackBuffer,Type,&realD3D);
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HRESULT hr = m_pDevice->GetBackBuffer(BackBuffer,Type,&realD3D);
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D3D8Wrapper::IDirect3DSurface8* wrappedD3D = D3D8Wrapper::IDirect3DSurface8::GetSurface(realD3D);
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D3D8Wrapper::IDirect3DSurface8* wrappedD3D = D3D8Wrapper::IDirect3DSurface8::GetSurface(realD3D);
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*/
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*ppBackBuffer = wrappedD3D;
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// Return a pointer to our render surface, not the back buffer
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*ppBackBuffer = render_surface;// wrappedD3D;
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render_surface->m_ulRef++;
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return hr;
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return S_OK;
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}
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}
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STDMETHODIMP D3D8Wrapper::IDirect3DDevice8::GetRasterStatus(D3D8Base::D3DRASTER_STATUS* pRasterStatus)
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STDMETHODIMP D3D8Wrapper::IDirect3DDevice8::GetRasterStatus(D3D8Base::D3DRASTER_STATUS* pRasterStatus)
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