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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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@ -71,13 +71,8 @@ void SoftRenderer::SetupRenderThread()
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}
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SoftRenderer::SoftRenderer()
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SoftRenderer::SoftRenderer() noexcept
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: Renderer3D(false)
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{
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}
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bool SoftRenderer::Init()
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{
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Sema_RenderStart = Platform::Semaphore_Create();
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Sema_RenderDone = Platform::Semaphore_Create();
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@ -86,11 +81,9 @@ bool SoftRenderer::Init()
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Threaded = false;
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RenderThreadRunning = false;
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RenderThreadRendering = false;
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return true;
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}
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void SoftRenderer::DeInit()
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SoftRenderer::~SoftRenderer()
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{
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StopRenderThread();
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