System: Fix crash with memory save states + renderer switch
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5ac5a1d246
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f3b7686457
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@ -1167,7 +1167,7 @@ DiscRegion System::GetRegionForPsf(const char* path)
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void System::RecreateGPU(GPURenderer renderer)
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{
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FreeMemoryStateStorage(false);
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FreeMemoryStateStorage(false, true, false);
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StopMediaCapture();
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Error error;
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@ -1954,7 +1954,7 @@ void System::DestroySystem()
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if (g_settings.inhibit_screensaver)
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PlatformMisc::ResumeScreensaver();
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FreeMemoryStateStorage(false);
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FreeMemoryStateStorage(true, true, false);
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Cheats::UnloadAll();
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PCDrv::Shutdown();
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@ -2502,7 +2502,7 @@ bool System::AllocateMemoryStates(size_t state_count, bool recycle_old_textures)
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if (state_count != s_state.memory_save_states.size())
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{
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FreeMemoryStateStorage(recycle_old_textures);
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FreeMemoryStateStorage(true, true, recycle_old_textures);
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s_state.memory_save_states.resize(state_count);
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}
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@ -2523,7 +2523,7 @@ bool System::AllocateMemoryStates(size_t state_count, bool recycle_old_textures)
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ERROR_LOG("Failed to allocate {} memory save states: {}", s_state.memory_save_states.size(),
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error.GetDescription());
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ERROR_LOG("Disabling runahead/rewind.");
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FreeMemoryStateStorage(false);
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FreeMemoryStateStorage(true, true, false);
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s_state.runahead_frames = 0;
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s_state.memory_save_state_front = 0;
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s_state.memory_save_state_count = 0;
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@ -2546,50 +2546,56 @@ void System::ClearMemorySaveStates(bool reallocate_resources, bool recycle_textu
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AllocateMemoryStates(s_state.memory_save_states.size(), recycle_textures);
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}
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void System::FreeMemoryStateStorage(bool recycle_textures)
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void System::FreeMemoryStateStorage(bool release_memory, bool release_textures, bool recycle_textures)
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{
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// TODO: use non-copyable function, that way we don't need to store raw pointers
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std::vector<GPUTexture*> textures;
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bool gpu_thread_synced = false;
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for (MemorySaveState& mss : s_state.memory_save_states)
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if (release_memory || release_textures)
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{
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if ((mss.vram_texture || !mss.gpu_state_data.empty()) && !gpu_thread_synced)
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// TODO: use non-copyable function, that way we don't need to store raw pointers
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std::vector<GPUTexture*> textures;
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bool gpu_thread_synced = false;
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for (MemorySaveState& mss : s_state.memory_save_states)
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{
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gpu_thread_synced = true;
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GPUThread::SyncGPUThread(true);
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}
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if (mss.vram_texture)
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{
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if (textures.empty())
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textures.reserve(s_state.memory_save_states.size());
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textures.push_back(mss.vram_texture.release());
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}
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mss.gpu_state_data.deallocate();
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mss.gpu_state_size = 0;
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mss.state_data.deallocate();
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mss.state_size = 0;
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}
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if (!textures.empty())
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{
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GPUThread::RunOnThread([textures = std::move(textures), recycle_textures]() mutable {
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for (GPUTexture* texture : textures)
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if ((mss.vram_texture || !mss.gpu_state_data.empty()) && !gpu_thread_synced)
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{
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if (recycle_textures)
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g_gpu_device->RecycleTexture(std::unique_ptr<GPUTexture>(texture));
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else
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delete texture;
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gpu_thread_synced = true;
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GPUThread::SyncGPUThread(true);
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}
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});
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if (mss.vram_texture)
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{
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if (textures.empty())
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textures.reserve(s_state.memory_save_states.size());
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textures.push_back(mss.vram_texture.release());
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}
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mss.gpu_state_data.deallocate();
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mss.gpu_state_size = 0;
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mss.state_data.deallocate();
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mss.state_size = 0;
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}
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if (!textures.empty())
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{
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GPUThread::RunOnThread([textures = std::move(textures), recycle_textures]() mutable {
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for (GPUTexture* texture : textures)
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{
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if (recycle_textures)
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g_gpu_device->RecycleTexture(std::unique_ptr<GPUTexture>(texture));
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else
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delete texture;
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}
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});
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}
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}
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s_state.memory_save_states = std::vector<MemorySaveState>();
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s_state.memory_save_state_front = 0;
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s_state.memory_save_state_count = 0;
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if (release_memory)
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{
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s_state.memory_save_states = std::vector<MemorySaveState>();
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s_state.memory_save_state_front = 0;
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s_state.memory_save_state_count = 0;
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}
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}
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void System::LoadMemoryState(MemorySaveState& mss, bool update_display)
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@ -4860,7 +4866,7 @@ void System::CalculateRewindMemoryUsage(u32 num_saves, u32 resolution_scale, u64
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void System::UpdateMemorySaveStateSettings()
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{
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const bool any_memory_states_active = (g_settings.IsRunaheadEnabled() || g_settings.rewind_enable);
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FreeMemoryStateStorage(any_memory_states_active);
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FreeMemoryStateStorage(true, true, any_memory_states_active);
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if (IsReplayingGPUDump()) [[unlikely]]
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{
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@ -27,7 +27,7 @@ MemorySaveState& AllocateMemoryState();
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MemorySaveState& GetFirstMemoryState();
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MemorySaveState& PopMemoryState();
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bool AllocateMemoryStates(size_t state_count, bool recycle_old_textures);
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void FreeMemoryStateStorage(bool recycle_texture);
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void FreeMemoryStateStorage(bool release_memory, bool release_textures, bool recycle_textures);
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void LoadMemoryState(MemorySaveState& mss, bool update_display);
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void SaveMemoryState(MemorySaveState& mss);
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