Release forgotten backbuffer references
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200a90c9c5
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@ -366,6 +366,20 @@ VOID CxbxSetPixelContainerHeader
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;
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}
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VOID CxbxReleaseBackBufferLock()
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{
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XTL::IDirect3DSurface8 *pBackBuffer = nullptr;
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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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pBackBuffer->UnlockRect();
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pBackBuffer->Release();
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}
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}
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// Direct3D initialization (called before emulation begins)
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VOID XTL::EmuD3DInit()
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{
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@ -4273,14 +4287,7 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_Present)
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HRESULT hRet = S_OK;
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// release back buffer lock
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{
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IDirect3DSurface8 *pBackBuffer;
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g_pD3DDevice8->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer);
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pBackBuffer->UnlockRect();
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}
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CxbxReleaseBackBufferLock();
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// TODO: Make a video option to wait for VBlank before calling Present.
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// Makes syncing to 30fps easier (which is the native frame rate for Azurik
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@ -4351,14 +4358,7 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_Swap)
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if(Flags != 0)
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EmuWarning("XTL::EmuD3DDevice_Swap: Flags != 0");
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// release back buffer lock
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{
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IDirect3DSurface8 *pBackBuffer;
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g_pD3DDevice8->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer);
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if(pBackBuffer) pBackBuffer->UnlockRect();
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}
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CxbxReleaseBackBufferLock();
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// TODO: Make a video option to wait for VBlank before calling Present.
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// Makes syncing to 30fps easier (which is the native frame rate for Azurik
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@ -6204,6 +6204,7 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_UpdateOverlay)
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}
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pBackBuffer->UnlockRect();
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pBackBuffer->Release();
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}
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// Update overlay if present was not called since the last call to
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