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

@ -137,14 +137,11 @@ void Write32(u32 addr, u32 val);
class Renderer3D
{
public:
Renderer3D(bool Accelerated);
virtual ~Renderer3D() {};
virtual ~Renderer3D() = default;
Renderer3D(const Renderer3D&) = delete;
Renderer3D& operator=(const Renderer3D&) = delete;
virtual bool Init() = 0;
virtual void DeInit() = 0;
virtual void Reset() = 0;
// This "Accelerated" flag currently communicates if the framebuffer should
@ -159,6 +156,8 @@ public:
virtual void RenderFrame() = 0;
virtual void RestartFrame() {};
virtual u32* GetLine(int line) = 0;
protected:
Renderer3D(bool Accelerated);
};
extern int Renderer;