more debugging
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e893ad14be
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edebdbae9d
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@ -1992,6 +1992,10 @@ free_pointers() {
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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close_gsg() {
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if (display_cat.is_debug()) {
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display_cat.debug()
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<< this << " close_gsg " << get_type() << "\n";
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}
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_closing_gsg = true;
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free_pointers();
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@ -96,6 +96,11 @@ DXGraphicsStateGuardian9::
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DXGraphicsStateGuardian9(GraphicsPipe *pipe) :
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GraphicsStateGuardian(CS_yup_left, pipe)
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{
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if (dxgsg9_cat.is_debug()) {
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dxgsg9_cat.debug()
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<< "DXGraphicsStateGuardian9 " << this << " constructing\n";
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}
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_screen = NULL;
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_d3d_device = NULL;
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@ -159,8 +164,10 @@ DXGraphicsStateGuardian9(GraphicsPipe *pipe) :
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////////////////////////////////////////////////////////////////////
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DXGraphicsStateGuardian9::
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~DXGraphicsStateGuardian9() {
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dxgsg9_cat.debug()
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<< "DXGraphicsStateGuardian9 " << this << " destructing\n";
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if (dxgsg9_cat.is_debug()) {
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dxgsg9_cat.debug()
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<< "DXGraphicsStateGuardian9 " << this << " destructing\n";
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}
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if (IS_VALID_PTR(_d3d_device)) {
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_d3d_device->SetTexture(0, NULL); // this frees reference to the old texture
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@ -4057,6 +4064,12 @@ void DXGraphicsStateGuardian9::
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close_gsg() {
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GraphicsStateGuardian::close_gsg();
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if (dxgsg9_cat.is_debug()) {
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dxgsg9_cat.debug()
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<< "Closing GSG, prepared_objects count = "
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<< _prepared_objects->get_ref_count() << "\n";
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}
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// Unlike in OpenGL, in DX9 it is safe to try to explicitly release
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// any textures here. And it may even be a good idea.
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if (_prepared_objects->get_ref_count() == 1) {
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@ -258,6 +258,11 @@ CLP(GraphicsStateGuardian)(GraphicsPipe *pipe) :
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////////////////////////////////////////////////////////////////////
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CLP(GraphicsStateGuardian)::
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~CLP(GraphicsStateGuardian)() {
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if (GLCAT.is_debug()) {
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GLCAT.debug()
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<< "GLGraphicsStateGuardian " << this << " destructing\n";
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}
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close_gsg();
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if (_stencil_render_states) {
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