UpdateOverlay : Make sure the overlay is allocated before using it
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423f613822
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1d0e0231f5
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@ -54,6 +54,7 @@ namespace xboxkrnl
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#include "MemoryManager.h"
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#include "EmuXTL.h"
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#include <assert.h>
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#include <process.h>
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#include <clocale>
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@ -372,7 +373,7 @@ VOID CxbxReleaseBackBufferLock()
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if (D3D_OK == g_pD3DDevice8->GetBackBuffer(0, XTL::D3DBACKBUFFER_TYPE_MONO, &pBackBuffer))
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{
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// TODO : assert(pBackBuffer != nullptr);
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assert(pBackBuffer != nullptr);
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pBackBuffer->UnlockRect();
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pBackBuffer->Release();
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@ -6047,6 +6048,12 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_UpdateOverlay)
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if(g_bSupportsYUY2)
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{
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DDSURFACEDESC2 ddsd2;
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// Make sure the overlay is allocated before using it
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if (g_pDDSOverlay7 == nullptr) {
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EMUPATCH(D3DDevice_EnableOverlay)(TRUE);
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assert(g_pDDSOverlay7 != nullptr);
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}
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ZeroMemory(&ddsd2, sizeof(ddsd2));
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ddsd2.dwSize = sizeof(ddsd2);
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