Direct3D now always calls EndScene if BeginScene was successful.
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@@ -121,6 +121,7 @@ static void
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d3d_blit_fs(int x, int y, int y1, int y2, int w, int h)
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{
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HRESULT hr = D3D_OK;
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HRESULT hbsr = D3D_OK;
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VOID* pVoid;
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D3DLOCKED_RECT dr;
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RECT w_rect;
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@@ -191,7 +192,7 @@ d3d_blit_fs(int x, int y, int y1, int y2, int w, int h)
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hr = v_buffer->Unlock();
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if (hr == D3D_OK)
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hr = d3ddev->BeginScene();
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hbsr = hr = d3ddev->BeginScene();
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if (hr == D3D_OK) {
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if (hr == D3D_OK)
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@@ -211,11 +212,11 @@ d3d_blit_fs(int x, int y, int y1, int y2, int w, int h)
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if (hr == D3D_OK)
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hr = d3ddev->SetTexture(0, NULL);
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if (hr == D3D_OK)
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hr = d3ddev->EndScene();
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}
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if (hbsr == D3D_OK)
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hr = d3ddev->EndScene();
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if (hr == D3D_OK)
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hr = d3ddev->Present(NULL, NULL, d3d_device_window, NULL);
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@@ -228,6 +229,7 @@ static void
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d3d_blit(int x, int y, int y1, int y2, int w, int h)
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{
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HRESULT hr = D3D_OK;
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HRESULT hbsr = D3D_OK;
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VOID* pVoid;
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D3DLOCKED_RECT dr;
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RECT r;
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@@ -284,7 +286,7 @@ d3d_blit(int x, int y, int y1, int y2, int w, int h)
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hr = v_buffer->Unlock(); // unlock the vertex buffer
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if (hr == D3D_OK)
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hr = d3ddev->BeginScene();
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hbsr = hr = d3ddev->BeginScene();
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if (hr == D3D_OK) {
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if (hr == D3D_OK)
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@@ -301,11 +303,11 @@ d3d_blit(int x, int y, int y1, int y2, int w, int h)
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if (hr == D3D_OK)
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hr = d3ddev->SetTexture(0, NULL);
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if (hr == D3D_OK)
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hr = d3ddev->EndScene();
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}
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if (hbsr == D3D_OK)
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hr = d3ddev->EndScene();
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if (hr == D3D_OK)
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hr = d3ddev->Present(NULL, NULL, d3d_hwnd, NULL);
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