port: GrpScreen verbatim 40250 (2d draws via UIRender, D3D8 shim device-lost/Present/ID3DXMesh)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Claude Opus 5.5
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d73f5ea4bd
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b5d413afa6
@@ -328,6 +328,11 @@ public:
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// The caps leave out D3DCAPS2_FULLSCREENGAMMA (the frame goes to a window, where D3D8 ignores the
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// ramp too), so 40250 CPythonGraphic::SetGamma returns before it gets here.
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void SetGammaRamp(DWORD, const D3DGAMMARAMP*) override {}
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// PORT: the host owns the swapchain (Vulkan / canvas): the recorded device is never lost, Reset keeps
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// the recording size, and the host presents the recorded frame after CPythonApplication::Process.
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HRESULT TestCooperativeLevel() override { return D3D_OK; }
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HRESULT Reset(D3DPRESENT_PARAMETERS*) override { return D3D_OK; }
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HRESULT Present(const RECT*, const RECT*, HWND, const RGNDATA*) override { return D3D_OK; }
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HRESULT BeginScene() override { return S_OK; }
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HRESULT EndScene() override { return S_OK; }
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@@ -504,6 +509,11 @@ public:
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}
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// PORT: fixed function only; CGraphicDevice's stream "shaders" are the FVFs they describe.
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HRESULT SetVertexShader(DWORD handle) override { m_fvf = handle; return S_OK; }
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HRESULT GetVertexShader(DWORD* pHandle) override
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{
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*pHandle = m_fvf;
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return S_OK;
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}
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HRESULT SetPixelShader(DWORD) override { return S_OK; }
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// PORT: no programmable vertex shaders; 40250 falls back to its FVF when creation fails.
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HRESULT CreateVertexShader(const DWORD*, const DWORD*, DWORD* pHandle, DWORD) override
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