Implement retained graphics lifecycle ops
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@@ -962,6 +962,15 @@ public sealed class VirtualMachine
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(int)Read(a[0]), (int)Read(a[1]), (int)Read(a[2]), (int)Read(a[3]), (int)Read(a[4]),
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(int)System.Math.Min(Read(a[5]), 255), Read(a[6]) & 0x00ff_ffff));
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return pc + 1;
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case "clear-retained-gfx-objects": // 0x1f6: erase object records, but preserve surfaces
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Gfx.ClearRetainedObjects(); return pc + 1;
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case "select-render-target": // 0x20d: slot <1000 selects a surface; >=1000 restores backbuffer
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Gfx.SelectRenderTarget(Read(a[0])); return pc + 1;
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case "clear-render-target": // 0x20e: clear color to black and depth to one
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_host.ClearRenderTarget(Gfx.CurrentRenderTargetSlot); return pc + 1;
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case "release-transient-surfaces": // 0x23d: native fixed range [42,1000)
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Gfx.ReleaseSurfaceRange(42, 1000 - 42);
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_host.ReleaseSurfaceRange(42, 1000 - 42); return pc + 1;
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case "play-bgm": _host.PlayBgm(Read(a[0])); return pc + 1;
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case "play-voice":
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_autoVoicePending = true;
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