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BT411/context
arcattackandClaude Opus 4.8 c421ec4af8 Wait screen: paint into the backbuffer, not after Present (load flicker)
The pre-mission overlay painted the window DC AFTER ExecuteIdle's
Present -- every cycle flashed the black D3D frame before the GDI
redraw, visible as flicker while the game loads (user report).  The
overlay now lands IN the presented frame: the backbuffer refuses GetDC
on this driver (D3DERR_INVALIDCALL without LOCKABLE_BACKBUFFER, not
worth forcing game-wide), so the text+spinner GDI-paint goes into a
cached offscreen plain surface (GetDC always legal there) and
StretchRects onto the backbuffer before Present.  D3DPOOL_DEFAULT cache
released at every device-Reset site; window-DC path remains for the
pre-device seat wait and as the fallback; one-shot [waitscreen] boot log
says which path is live.

Verified: 14 rapid PrintWindow captures of the waiting state all carry
the text (pre-fix runs alternated black frames).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-22 16:33:41 -05:00
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