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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
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1aaf22d181
commit
db963aa002
28
src/GPU.cpp
28
src/GPU.cpp
@ -171,6 +171,11 @@ void DeInit()
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if (Framebuffer[0][1]) delete[] Framebuffer[0][1];
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if (Framebuffer[1][0]) delete[] Framebuffer[1][0];
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if (Framebuffer[1][1]) delete[] Framebuffer[1][1];
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Framebuffer[0][0] = nullptr;
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Framebuffer[0][1] = nullptr;
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Framebuffer[1][0] = nullptr;
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Framebuffer[1][1] = nullptr;
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}
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void ResetVRAMCache()
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@ -388,20 +393,18 @@ void InitRenderer(int renderer)
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#ifdef OGLRENDERER_ENABLED
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if (renderer == 1)
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{
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CurGLCompositor = std::make_unique<GLCompositor>();
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// Create opengl rendrerer
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if (!CurGLCompositor->Init())
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CurGLCompositor = GLCompositor::New();
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// Create opengl renderer
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if (!CurGLCompositor)
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{
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// Fallback on software renderer
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renderer = 0;
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GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
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GPU3D::CurrentRenderer->Init();
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}
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GPU3D::CurrentRenderer = std::make_unique<GPU3D::GLRenderer>();
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if (!GPU3D::CurrentRenderer->Init())
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GPU3D::CurrentRenderer = GPU3D::GLRenderer::New();
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if (!GPU3D::CurrentRenderer)
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{
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// Fallback on software renderer
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CurGLCompositor->DeInit();
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CurGLCompositor.reset();
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renderer = 0;
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GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
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@ -411,7 +414,6 @@ void InitRenderer(int renderer)
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#endif
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{
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GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
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GPU3D::CurrentRenderer->Init();
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}
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Renderer = renderer;
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@ -419,12 +421,12 @@ void InitRenderer(int renderer)
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void DeInitRenderer()
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{
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GPU3D::CurrentRenderer->DeInit();
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// Delete the 3D renderer, if it exists
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GPU3D::CurrentRenderer.reset();
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#ifdef OGLRENDERER_ENABLED
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if (Renderer == 1)
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{
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CurGLCompositor->DeInit();
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}
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// Delete the compositor, if one exists
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CurGLCompositor.reset();
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#endif
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}
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