Make the NDS teardown more robust (#1798)

* Make cleanup a little more robust to mitigate undefined behavior

- Add some null checks before cleaning up the GPU3D renderer
- Make sure that all deleted objects are null
- Move cleanup logic out of an assert call
- Note that deleting a null pointer is a no-op, so there's no need to check for null beforehand
- Use RAII for GLCompositor instead of Init/DeInit methods

* Replace a DeInit call that I missed

* Make ARMJIT_Memory less likely to generate errors

- Set FastMem7/9Start to nullptr at the end
- Only close and unmap the file if it's initialized

* Make Renderer3D manage its resources with RAII

* Don't try to deallocate frontend resources that aren't loaded

* Make ARMJIT_Memory::DeInit more robust on the Switch

* Reset MemoryFile on Windows to INVALID_HANDLE_VALUE, not nullptr

- There is a difference

* Don't explicitly store a Valid state in GLCompositor or the 3D renderers

- Instead, create them with static methods while making the actual constructors private

* Make initialization of OpenGL resources fail if OpenGL isn't loaded

* assert that OpenGL is loaded instead of returning failure
This commit is contained in:
Jesse Talavera-Greenberg
2023-09-15 09:31:05 -04:00
committed by GitHub
parent 1aaf22d181
commit db963aa002
18 changed files with 309 additions and 206 deletions

View File

@ -171,6 +171,11 @@ void DeInit()
if (Framebuffer[0][1]) delete[] Framebuffer[0][1];
if (Framebuffer[1][0]) delete[] Framebuffer[1][0];
if (Framebuffer[1][1]) delete[] Framebuffer[1][1];
Framebuffer[0][0] = nullptr;
Framebuffer[0][1] = nullptr;
Framebuffer[1][0] = nullptr;
Framebuffer[1][1] = nullptr;
}
void ResetVRAMCache()
@ -388,20 +393,18 @@ void InitRenderer(int renderer)
#ifdef OGLRENDERER_ENABLED
if (renderer == 1)
{
CurGLCompositor = std::make_unique<GLCompositor>();
// Create opengl rendrerer
if (!CurGLCompositor->Init())
CurGLCompositor = GLCompositor::New();
// Create opengl renderer
if (!CurGLCompositor)
{
// Fallback on software renderer
renderer = 0;
GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
GPU3D::CurrentRenderer->Init();
}
GPU3D::CurrentRenderer = std::make_unique<GPU3D::GLRenderer>();
if (!GPU3D::CurrentRenderer->Init())
GPU3D::CurrentRenderer = GPU3D::GLRenderer::New();
if (!GPU3D::CurrentRenderer)
{
// Fallback on software renderer
CurGLCompositor->DeInit();
CurGLCompositor.reset();
renderer = 0;
GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
@ -411,7 +414,6 @@ void InitRenderer(int renderer)
#endif
{
GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
GPU3D::CurrentRenderer->Init();
}
Renderer = renderer;
@ -419,12 +421,12 @@ void InitRenderer(int renderer)
void DeInitRenderer()
{
GPU3D::CurrentRenderer->DeInit();
// Delete the 3D renderer, if it exists
GPU3D::CurrentRenderer.reset();
#ifdef OGLRENDERER_ENABLED
if (Renderer == 1)
{
CurGLCompositor->DeInit();
}
// Delete the compositor, if one exists
CurGLCompositor.reset();
#endif
}