[d3d8] Release refs on previous render targets and depth stencils #140
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As you are aware, the added .ref()s in 08e183f regress almost every game that had issues with refcounts and was fixed by #122, namely the 2 BloodRaynes, Blowout and Firestarter.
The D3D8 docs say the following with regards to IDirect3DDevice8::SetRenderTarget:
The device will call AddRef on each non-NULL surface passed to SetRenderTarget. After that the device calls Release on the previously set color buffer.
Doing exactly that fixes all the above problematic games again, so seems to be a good avenue to explore. I am hoping it will also address the regression with MGS2 in way that doesn't crash the game again, but I don't have the game so can't confirm.