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