arcattack and Claude 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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