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Drop Host_GetRenderSurface and pass display to backend
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@ -225,6 +225,11 @@ void Renderer::Create3DVisionTexture(int width, int height)
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DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, &sys_data);
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}
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bool Renderer::IsHeadless() const
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{
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return D3D::swapchain == nullptr;
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}
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std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
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{
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return std::make_unique<DXTexture>(config);
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@ -698,12 +703,12 @@ void Renderer::CheckForSurfaceChange()
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if (!m_surface_changed.TestAndClear())
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return;
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m_surface_handle = m_new_surface_handle;
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m_new_surface_handle = nullptr;
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SAFE_RELEASE(m_screenshot_texture);
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SAFE_RELEASE(m_3d_vision_texture);
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D3D::Reset(reinterpret_cast<HWND>(m_new_surface_handle));
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m_new_surface_handle = nullptr;
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UpdateBackbufferSize();
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}
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