VideoBackends: Simplify initialization and deinitialization of resources

Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
This commit is contained in:
Lioncash
2015-12-20 21:49:49 -05:00
parent 1fbab188ad
commit f295182833
25 changed files with 104 additions and 86 deletions

View File

@ -38,6 +38,7 @@ Make AA apply instantly during gameplay if possible
#include <algorithm>
#include <cstdarg>
#include <memory>
#include "Common/Atomic.h"
#include "Common/CommonPaths.h"
@ -182,13 +183,13 @@ void VideoBackend::Video_Prepare()
{
GLInterface->MakeCurrent();
g_renderer = new Renderer;
g_renderer = std::make_unique<Renderer>();
CommandProcessor::Init();
PixelEngine::Init();
BPInit();
g_vertex_manager = new VertexManager;
g_vertex_manager = std::make_unique<VertexManager>();
g_perf_query = GetPerfQuery();
Fifo_Init(); // must be done before OpcodeDecoder_Init()
OpcodeDecoder_Init();
@ -197,8 +198,8 @@ void VideoBackend::Video_Prepare()
PixelShaderManager::Init();
GeometryShaderManager::Init();
ProgramShaderCache::Init();
g_texture_cache = new TextureCache();
g_sampler_cache = new SamplerCache();
g_texture_cache = std::make_unique<TextureCache>();
g_sampler_cache = std::make_unique<SamplerCache>();
Renderer::Init();
VertexLoaderManager::Init();
TextureConverter::Init();
@ -216,39 +217,35 @@ void VideoBackend::Shutdown()
OSD::DoCallbacks(OSD::OSD_SHUTDOWN);
GLInterface->Shutdown();
delete GLInterface;
GLInterface = nullptr;
GLInterface.reset();
}
void VideoBackend::Video_Cleanup()
{
if (g_renderer)
{
Fifo_Shutdown();
if (!g_renderer)
return;
// The following calls are NOT Thread Safe
// And need to be called from the video thread
Renderer::Shutdown();
BoundingBox::Shutdown();
TextureConverter::Shutdown();
VertexLoaderManager::Shutdown();
delete g_sampler_cache;
g_sampler_cache = nullptr;
delete g_texture_cache;
g_texture_cache = nullptr;
ProgramShaderCache::Shutdown();
VertexShaderManager::Shutdown();
PixelShaderManager::Shutdown();
GeometryShaderManager::Shutdown();
delete g_perf_query;
g_perf_query = nullptr;
delete g_vertex_manager;
g_vertex_manager = nullptr;
OpcodeDecoder_Shutdown();
delete g_renderer;
g_renderer = nullptr;
GLInterface->ClearCurrent();
}
Fifo_Shutdown();
// The following calls are NOT Thread Safe
// And need to be called from the video thread
Renderer::Shutdown();
BoundingBox::Shutdown();
TextureConverter::Shutdown();
VertexLoaderManager::Shutdown();
g_sampler_cache.reset();
g_texture_cache.reset();
ProgramShaderCache::Shutdown();
VertexShaderManager::Shutdown();
PixelShaderManager::Shutdown();
GeometryShaderManager::Shutdown();
g_perf_query.reset();
g_vertex_manager.reset();
OpcodeDecoder_Shutdown();
g_renderer.reset();
GLInterface->ClearCurrent();
}
}