Fixed the load-state memory leak, also fixed various other savestate issues. Found (probably) the cause of load-state crashing Dolphin: BPWrites. Tried to put a CriticalSection around BPWritten but it only causes Dolphin to hang when loading a state. Can someone find why it hangs?
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3873 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -84,6 +84,8 @@ void DoState(PointerWrap &p)
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pm.GetVideo()->DoState(p.GetPPtr(), p.GetMode());
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pm.GetDSP()->DoState(p.GetPPtr(), p.GetMode());
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pm.GetPad(0)->DoState(p.GetPPtr(), p.GetMode());
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if(Core::g_CoreStartupParameter.bWii)
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pm.GetWiimote(0)->DoState(p.GetPPtr(), p.GetMode());
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PowerPC::DoState(p);
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HW::DoState(p);
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CoreTiming::DoState(p);
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@ -124,6 +126,9 @@ void SaveBufferStateCallback(u64 userdata, int cyclesLate)
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DoState(p);
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sz = (size_t)ptr;
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if(*cur_buffer)
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delete[] (*cur_buffer);
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*cur_buffer = new u8[sz];
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ptr = *cur_buffer;
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p.SetMode(PointerWrap::MODE_WRITE);
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@ -155,6 +160,7 @@ THREAD_RETURN CompressAndDumpState(void *pArgs)
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FILE *f = fopen(filename.c_str(), "wb");
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if(f == NULL) {
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Core::DisplayMessage("Could not save state", 2000);
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delete [] buffer;
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return 0;
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}
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@ -165,30 +171,27 @@ THREAD_RETURN CompressAndDumpState(void *pArgs)
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fwrite(&header, sizeof(state_header), 1, f);
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if (bCompressed) {
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if (lzo_init() != LZO_E_OK)
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PanicAlert("Internal LZO Error - lzo_init() failed");
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else {
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lzo_uint cur_len;
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lzo_uint i = 0;
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lzo_uint cur_len;
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lzo_uint i = 0;
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for(;;) {
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if((i + IN_LEN) >= sz)
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cur_len = sz - i;
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else
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cur_len = IN_LEN;
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for(;;) {
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if((i + IN_LEN) >= sz)
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cur_len = sz - i;
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else
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cur_len = IN_LEN;
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if(lzo1x_1_compress((buffer + i), cur_len, out, &out_len, wrkmem) != LZO_E_OK)
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PanicAlert("Internal LZO Error - compression failed");
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if(lzo1x_1_compress((buffer + i), cur_len, out, &out_len, wrkmem) != LZO_E_OK)
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PanicAlert("Internal LZO Error - compression failed");
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// The size of the data to write is 'out_len'
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fwrite(&out_len, sizeof(int), 1, f);
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fwrite(out, out_len, 1, f);
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// The size of the data to write is 'out_len'
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fwrite(&out_len, sizeof(int), 1, f);
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fwrite(out, out_len, 1, f);
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if(cur_len != IN_LEN)
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break;
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i += cur_len;
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}
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if(cur_len != IN_LEN)
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break;
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i += cur_len;
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}
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} else
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fwrite(buffer, sz, 1, f);
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@ -278,28 +281,31 @@ void LoadStateCallback(u64 userdata, int cyclesLate)
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if (bCompressedState) {
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Core::DisplayMessage("Decompressing State...", 500);
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if (lzo_init() != LZO_E_OK)
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PanicAlert("Internal LZO Error - lzo_init() failed");
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else {
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lzo_uint i = 0;
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buffer = new u8[sz];
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for (;;) {
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if (fread(&cur_len, 1, sizeof(int), f) == 0)
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break;
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fread(out, 1, cur_len, f);
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lzo_uint i = 0;
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buffer = new u8[sz];
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if(!buffer) {
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PanicAlert("Error allocating buffer");
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return;
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}
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int res = lzo1x_decompress(out, cur_len, (buffer + i), &new_len, NULL);
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if(res != LZO_E_OK) {
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PanicAlert("Internal LZO Error - decompression failed (%d)\n"
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"Try loading the state again", res);
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fclose(f);
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return;
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}
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// The size of the data to read to our buffer is 'new_len'
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i += new_len;
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for (;;) {
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if (fread(&cur_len, 1, sizeof(int), f) == 0)
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break;
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fread(out, 1, cur_len, f);
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int res = lzo1x_decompress(out, cur_len, (buffer + i), &new_len, NULL);
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if(res != LZO_E_OK) {
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PanicAlert("Internal LZO Error - decompression failed (%d) (%d, %d) \n"
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"Try loading the state again", res, i, new_len);
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fclose(f);
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delete[] buffer;
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return;
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}
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// The size of the data to read to our buffer is 'new_len'
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i += new_len;
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}
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} else {
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fseek(f, 0, SEEK_END);
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@ -331,6 +337,9 @@ void State_Init()
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ev_Save = CoreTiming::RegisterEvent("SaveState", &SaveStateCallback);
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ev_BufferLoad = CoreTiming::RegisterEvent("LoadBufferState", &LoadBufferStateCallback);
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ev_BufferSave = CoreTiming::RegisterEvent("SaveBufferState", &SaveBufferStateCallback);
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if (lzo_init() != LZO_E_OK)
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PanicAlert("Internal LZO Error - lzo_init() failed");
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}
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void State_Shutdown()
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@ -27,15 +27,20 @@
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#include "OpcodeDecoding.h"
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#include "VertexLoader.h"
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#include "VertexShaderManager.h"
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#include "Thread.h"
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using namespace BPFunctions;
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// FIXME: Hangs load-state, but should fix graphic-heavy games state loading
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//Common::CriticalSection s_bpCritical;
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void BPInit()
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{
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memset(&bpmem, 0, sizeof(bpmem));
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bpmem.bpMask = 0xFFFFFF;
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}
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// ----------------------------------------------------------------------------------------------------------
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// Write to the Bypass Memory (Bypass Raster State Registers)
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/* ------------------
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@ -73,6 +78,9 @@ void BPWritten(const Bypass& bp)
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//default: break;
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//}
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// FIXME: Hangs load-state, but should fix graphic-heavy games state loading
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//s_bpCritical.Enter();
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FlushPipeline();
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((u32*)&bpmem)[bp.address] = bp.newvalue;
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@ -605,10 +613,11 @@ void BPWritten(const Bypass& bp)
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default:
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WARN_LOG(VIDEO, "Unknown BP opcode: address = 0x%08x value = 0x%08x", bp.address, bp.newvalue);
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break;
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}
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}
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}
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}
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// FIXME: Hangs load-state, but should fix graphic-heavy games state loading
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//s_bpCritical.Leave();
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}
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}
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@ -53,7 +53,8 @@ u16 CMailHandler::ReadDSPMailboxLow()
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if (!m_Mails.empty())
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{
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u16 result = m_Mails.front() & 0xFFFF;
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m_Mails.pop();
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m_Mails.pop();
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Update();
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