Use builtin memory-checks-on-exit, so we don't get memleak
notices for static/global objects. Fallback to default refresh instead of max.
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@@ -144,7 +144,7 @@ int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int nCmdShow )
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g_hInstance = hInstance;
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#ifdef _DEBUG
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_CrtSetDbgFlag(_CRTDBG_CHECK_ALWAYS_DF);
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_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF|_CRTDBG_LEAK_CHECK_DF);
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#endif
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#ifndef _DEBUG
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@@ -347,12 +347,6 @@ int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int nCmdShow )
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CoUninitialize(); // Uninitialize COM
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CloseHandle( g_hMutex );
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#ifdef _DEBUG
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_CrtCheckMemory();
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_CrtDumpMemoryLeaks();
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#endif
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return 0L;
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}
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@@ -860,16 +854,11 @@ void Render()
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InvalidateObjects();
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// Resize the device
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if( SUCCEEDED( hr = DISPLAY->Reset() ) )
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{
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if( FAILED( hr = DISPLAY->Reset() ) )
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throw RageException( hr, "Failed to DISPLAY->Reset()" );
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// Initialize the app's device-dependent objects
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RestoreObjects();
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return;
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}
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else
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{
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throw RageException( hr, "Failed to DISPLAY->Reset()" );
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}
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break;
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case S_OK:
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@@ -933,6 +922,9 @@ void ApplyGraphicOptions()
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default: throw RageException( "Invalid TextureResolution '%d'", iTextureSize );
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}
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/* XXX: ScreenGraphicOptions assumes this is always 16bpp. If this is
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* ever changed, keep track of it, since the available refresh rates
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* is dependent on the bit depth. */
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int iTextureBPP = 16;
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int &iRefreshRate = PREFSMAN->m_iRefreshRate;
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@@ -953,7 +945,7 @@ void ApplyGraphicOptions()
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goto success;
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// We failed. Using default refresh rate.
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iRefreshRate = 0;
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iRefreshRate = RageDisplay::REFRESH_DEFAULT;
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if( DISPLAY->SwitchDisplayMode(bWindowed, iDisplayWidth, iDisplayHeight, iDisplayBPP, iRefreshRate) )
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goto success;
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