Core: Run Wiimote::Initialize before HW::Init to avoid crash
Fixes a crash on Android (probably nogui too?) caused by PR 8985: std::__ndk1::__throw_out_of_range(char const*) stdexcept:265 std::__ndk1::__vector_base_common<true>::__throw_out_of_range() const vector:319 InputConfig::GetController(int) InputConfig.cpp:160 WiimoteCommon::GetHIDWiimoteSource(unsigned int) Wiimote.cpp:71 IOS::HLE::WiimoteDevice::WiimoteDevice(IOS::HLE::Device::BluetoothEmu*, int, std::__ndk1::array<unsigned char, 6ul>) WiimoteDevice.cpp:71 IOS::HLE::Device::BluetoothEmu::BluetoothEmu(IOS::HLE::Kernel&, std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char> > const&) BTEmu.cpp:64 IOS::HLE::Kernel::AddStaticDevices() IOS.cpp:435 IOS::HLE::Init() IOS.cpp:837 Core::EmuThread(std::__ndk1::unique_ptr<BootParameters, std::__ndk1::default_delete<BootParameters> >, WindowSystemInfo) Core.cpp:442
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@ -436,54 +436,6 @@ static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi
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DeclareAsCPUThread();
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s_frame_step = false;
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Movie::Init(*boot);
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Common::ScopeGuard movie_guard{&Movie::Shutdown};
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HW::Init();
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Common::ScopeGuard hw_guard{[] {
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// We must set up this flag before executing HW::Shutdown()
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s_hardware_initialized = false;
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INFO_LOG(CONSOLE, "%s", StopMessage(false, "Shutting down HW").c_str());
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HW::Shutdown();
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INFO_LOG(CONSOLE, "%s", StopMessage(false, "HW shutdown").c_str());
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// Clear on screen messages that haven't expired
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OSD::ClearMessages();
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// The config must be restored only after the whole HW has shut down,
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// not when it is still running.
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BootManager::RestoreConfig();
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PatchEngine::Shutdown();
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HLE::Clear();
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}};
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VideoBackendBase::PopulateBackendInfo();
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if (!g_video_backend->Initialize(wsi))
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{
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PanicAlert("Failed to initialize video backend!");
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return;
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}
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Common::ScopeGuard video_guard{[] { g_video_backend->Shutdown(); }};
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// Render a single frame without anything on it to clear the screen.
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// This avoids the game list being displayed while the core is finishing initializing.
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g_renderer->BeginUIFrame();
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g_renderer->EndUIFrame();
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if (cpu_info.HTT)
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SConfig::GetInstance().bDSPThread = cpu_info.num_cores > 4;
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else
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SConfig::GetInstance().bDSPThread = cpu_info.num_cores > 2;
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if (!DSP::GetDSPEmulator()->Initialize(core_parameter.bWii, core_parameter.bDSPThread))
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{
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PanicAlert("Failed to initialize DSP emulation!");
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return;
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}
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// The frontend will likely have initialized the controller interface, as it needs
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// it to provide the configuration dialogs. In this case, instead of re-initializing
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// entirely, we switch the window used for inputs to the render window. This way, the
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@ -542,6 +494,54 @@ static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi
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g_controller_interface.Shutdown();
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}};
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Movie::Init(*boot);
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Common::ScopeGuard movie_guard{&Movie::Shutdown};
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HW::Init();
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Common::ScopeGuard hw_guard{[] {
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// We must set up this flag before executing HW::Shutdown()
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s_hardware_initialized = false;
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INFO_LOG(CONSOLE, "%s", StopMessage(false, "Shutting down HW").c_str());
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HW::Shutdown();
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INFO_LOG(CONSOLE, "%s", StopMessage(false, "HW shutdown").c_str());
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// Clear on screen messages that haven't expired
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OSD::ClearMessages();
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// The config must be restored only after the whole HW has shut down,
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// not when it is still running.
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BootManager::RestoreConfig();
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PatchEngine::Shutdown();
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HLE::Clear();
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}};
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VideoBackendBase::PopulateBackendInfo();
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if (!g_video_backend->Initialize(wsi))
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{
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PanicAlert("Failed to initialize video backend!");
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return;
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}
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Common::ScopeGuard video_guard{[] { g_video_backend->Shutdown(); }};
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// Render a single frame without anything on it to clear the screen.
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// This avoids the game list being displayed while the core is finishing initializing.
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g_renderer->BeginUIFrame();
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g_renderer->EndUIFrame();
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if (cpu_info.HTT)
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SConfig::GetInstance().bDSPThread = cpu_info.num_cores > 4;
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else
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SConfig::GetInstance().bDSPThread = cpu_info.num_cores > 2;
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if (!DSP::GetDSPEmulator()->Initialize(core_parameter.bWii, core_parameter.bDSPThread))
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{
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PanicAlert("Failed to initialize DSP emulation!");
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return;
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}
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AudioCommon::InitSoundStream();
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Common::ScopeGuard audio_guard{&AudioCommon::ShutdownSoundStream};
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