graphics: address perf issues with DX9 image resize logic (#712)
## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change Move resize logic from `EndScene` to `Present`/`PresentEx` (resolves Live2D frame drops in some extreme settings) Plug small memory leak Remove unnecessary surface Lock/Unlock ## Testing Tested IIDX, SDVX, DDR.
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@@ -1458,6 +1458,15 @@ void graphics_d3d9_on_present(
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IDirect3DDevice9 *device,
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IDirect3DDevice9 *wrapped_device) {
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// image resize / orientation swap. run here (the present path) rather than from `EndScene`,
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// which may fire several times per frame on multi-pass / render-to-texture games. this is the
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// single point guaranteed to be after the game's last `EndScene` and before the real `Present`,
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// so the back buffer is fully drawn and the expensive StretchRect work happens exactly once per
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// frame. it must run before the overlay is rendered so the overlay isn't scaled with the image.
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if (cfg::SCREENRESIZE->enable_screen_resize || GRAPHICS_FS_ORIENTATION_SWAP) {
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SurfaceHook(device);
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}
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// Do overlay init as many d3d9 hooks create a dummy instance to get vtable offsets and never
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// call `Present`. This avoids race conditions on `IDirect3D9::CreateDevice` like with
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// `dx9osd.dll` for pfreepanic.
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