Unpatched D3DResource_AddRef, and avoid calling it wherever possible
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1f7e8c9877
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@ -3114,7 +3114,7 @@ XTL::X_D3DSurface* WINAPI XTL::EMUPATCH(D3DDevice_GetBackBuffer2)
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pBackBuffer->Data = X_D3DRESOURCE_DATA_BACK_BUFFER;
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// Increment reference count
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pBackBuffer->Common++;
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pBackBuffer->Common++; // EMUPATCH(D3DResource_AddRef)(pBackBuffer);
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return pBackBuffer;
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}
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@ -3323,7 +3323,7 @@ XTL::X_D3DSurface * WINAPI XTL::EMUPATCH(D3DDevice_GetRenderTarget2)()
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X_D3DSurface *result = g_pCachedRenderTarget;
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if (result)
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EMUPATCH(D3DResource_AddRef)(result);
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result->Common++; // EMUPATCH(D3DResource_AddRef)(result);
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RETURN(result);
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}
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@ -3357,7 +3357,7 @@ XTL::X_D3DSurface * WINAPI XTL::EMUPATCH(D3DDevice_GetDepthStencilSurface2)()
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X_D3DSurface *result = g_pCachedDepthStencil;
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if (result)
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EMUPATCH(D3DResource_AddRef)(result);
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result->Common++; // EMUPATCH(D3DResource_AddRef)(result);
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RETURN(result);
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}
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@ -5952,7 +5952,7 @@ ULONG WINAPI XTL::EMUPATCH(D3DResource_AddRef)
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X_D3DResource *pThis
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)
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{
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FUNC_EXPORTS
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// FUNC_EXPORTS
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LOG_FUNC_ONE_ARG(pThis);
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@ -7936,7 +7936,7 @@ XTL::X_D3DVertexBuffer* WINAPI XTL::EMUPATCH(D3DDevice_GetStreamSource2)
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pVertexBuffer = g_D3DStreams[StreamNumber];
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if (pVertexBuffer)
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{
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EMUPATCH(D3DResource_AddRef)(pVertexBuffer);
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pVertexBuffer->Common++; // EMUPATCH(D3DResource_AddRef)(pVertexBuffer);
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*pStride = g_D3DStreamStrides[StreamNumber];
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}
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}
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@ -9682,7 +9682,7 @@ XTL::X_D3DBaseTexture* WINAPI XTL::EMUPATCH(D3DDevice_GetTexture2)(DWORD Stage)
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X_D3DBaseTexture* pRet = EmuD3DActiveTexture[Stage];
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if (pRet) {
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pRet->Common++;
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pRet->Common++; // EMUPATCH(D3DResource_AddRef)(pRet);
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}
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return pRet;
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