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

@ -29,6 +29,12 @@ bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char*
int len;
int res;
if (!glCreateShader)
{
Log(LogLevel::Error, "OpenGL: Cannot build shader program, OpenGL hasn't been loaded\n");
return false;
}
ids[0] = glCreateShader(GL_VERTEX_SHADER);
len = strlen(vs);
glShaderSource(ids[0], 1, &vs, &len);
@ -87,6 +93,12 @@ bool LinkShaderProgram(GLuint* ids)
{
int res;
if (!glLinkProgram)
{
Log(LogLevel::Error, "OpenGL: Cannot link shader program, OpenGL hasn't been loaded\n");
return false;
}
glLinkProgram(ids[2]);
glDetachShader(ids[2], ids[0]);
@ -115,12 +127,18 @@ bool LinkShaderProgram(GLuint* ids)
void DeleteShaderProgram(GLuint* ids)
{
glDeleteProgram(ids[2]);
if (glDeleteProgram)
{ // If OpenGL isn't loaded, then there's no shader program to delete
glDeleteProgram(ids[2]);
}
}
void UseShaderProgram(GLuint* ids)
{
glUseProgram(ids[2]);
if (glUseProgram)
{ // If OpenGL isn't loaded, then there's no shader program to use
glUseProgram(ids[2]);
}
}
}