Source/ThirdParty/ANGLE/src/libEGL/Surface.cpp
void Surface::releaseRecordedState(IDirect3DDevice9 *device)
{
    if (mFlipState)
    {
        mFlipState->Release();
        mFlipState = NULL;
    }

    if (mPreFlipState)
    {
        mPreFlipState->Release();
        mPreFlipState = NULL;
    }
}
// On the next flip, this will cause the state to be recorded from scratch.
// In particular we need to do this if the flip texture changes.
On the next flip, this will cause the state to be recorded from scratch.
In particular we need to do this if the flip texture changes.
On the next flip this will cause the state to be recorded from scratch . In particular we need to do this if the flip texture changes .
void Surface::releaseRecordedState(IDirect3DDevice9 *device)
{
    if (mFlipState)
    {
        mFlipState->Release();
        mFlipState = NULL;
    }
    if (mPreFlipState)
    {
        mPreFlipState->Release();
        mPreFlipState = NULL;
    }
}
void Surface :: releaseRecordedState ( IDirect3DDevice9 * device ) { if ( mFlipState ) { mFlipState -> Release ( ) ; mFlipState = NULL ; } if ( mPreFlipState ) { mPreFlipState -> Release ( ) ; mPreFlipState = NULL ; } }
On the next flip, this will cause the state to be recorded from scratch.
On the next flip this will cause the state to be recorded from scratch .