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