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

@ -20,6 +20,9 @@
#include "OpenGLSupport.h"
#include <array>
#include <memory>
namespace GPU
{
@ -28,12 +31,11 @@ struct RenderSettings;
class GLCompositor
{
public:
GLCompositor() = default;
static std::unique_ptr<GLCompositor> New() noexcept;
GLCompositor(const GLCompositor&) = delete;
GLCompositor& operator=(const GLCompositor&) = delete;
~GLCompositor();
bool Init();
void DeInit();
void Reset();
void SetRenderSettings(RenderSettings& settings);
@ -42,13 +44,14 @@ public:
void RenderFrame();
void BindOutputTexture(int buf);
private:
GLCompositor(std::array<GLuint, 3> CompShader) noexcept;
int Scale;
int ScreenH, ScreenW;
GLuint CompShader[1][3];
GLuint CompScaleLoc[1];
GLuint Comp3DXPosLoc[1];
std::array<GLuint, 3> CompShader;
GLuint CompScaleLoc;
GLuint Comp3DXPosLoc;
GLuint CompVertexBufferID;
GLuint CompVertexArrayID;