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IDirect3DSurface9* pBackBuffer = NULL;
V_RETURN( m_pd3dDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer ) );
D3DLOCKED_RECT lr;
pBackBuffer->LockRect( &lr, NULL, 0 );
DWORD* pBuf = (DWORD*)lr.pBits;
pBackBuffer->UnlockRect();
SAFE_RELEASE( pBackBuffer );