System: Fix crash with memory save states + renderer switch

This commit is contained in:
Stenzek 2025-01-01 22:55:29 +10:00
parent 5ac5a1d246
commit f3b7686457
No known key found for this signature in database
2 changed files with 49 additions and 43 deletions

View File

@ -1167,7 +1167,7 @@ DiscRegion System::GetRegionForPsf(const char* path)
void System::RecreateGPU(GPURenderer renderer) void System::RecreateGPU(GPURenderer renderer)
{ {
FreeMemoryStateStorage(false); FreeMemoryStateStorage(false, true, false);
StopMediaCapture(); StopMediaCapture();
Error error; Error error;
@ -1954,7 +1954,7 @@ void System::DestroySystem()
if (g_settings.inhibit_screensaver) if (g_settings.inhibit_screensaver)
PlatformMisc::ResumeScreensaver(); PlatformMisc::ResumeScreensaver();
FreeMemoryStateStorage(false); FreeMemoryStateStorage(true, true, false);
Cheats::UnloadAll(); Cheats::UnloadAll();
PCDrv::Shutdown(); PCDrv::Shutdown();
@ -2502,7 +2502,7 @@ bool System::AllocateMemoryStates(size_t state_count, bool recycle_old_textures)
if (state_count != s_state.memory_save_states.size()) if (state_count != s_state.memory_save_states.size())
{ {
FreeMemoryStateStorage(recycle_old_textures); FreeMemoryStateStorage(true, true, recycle_old_textures);
s_state.memory_save_states.resize(state_count); s_state.memory_save_states.resize(state_count);
} }
@ -2523,7 +2523,7 @@ bool System::AllocateMemoryStates(size_t state_count, bool recycle_old_textures)
ERROR_LOG("Failed to allocate {} memory save states: {}", s_state.memory_save_states.size(), ERROR_LOG("Failed to allocate {} memory save states: {}", s_state.memory_save_states.size(),
error.GetDescription()); error.GetDescription());
ERROR_LOG("Disabling runahead/rewind."); ERROR_LOG("Disabling runahead/rewind.");
FreeMemoryStateStorage(false); FreeMemoryStateStorage(true, true, false);
s_state.runahead_frames = 0; s_state.runahead_frames = 0;
s_state.memory_save_state_front = 0; s_state.memory_save_state_front = 0;
s_state.memory_save_state_count = 0; s_state.memory_save_state_count = 0;
@ -2546,7 +2546,9 @@ void System::ClearMemorySaveStates(bool reallocate_resources, bool recycle_textu
AllocateMemoryStates(s_state.memory_save_states.size(), recycle_textures); AllocateMemoryStates(s_state.memory_save_states.size(), recycle_textures);
} }
void System::FreeMemoryStateStorage(bool recycle_textures) void System::FreeMemoryStateStorage(bool release_memory, bool release_textures, bool recycle_textures)
{
if (release_memory || release_textures)
{ {
// TODO: use non-copyable function, that way we don't need to store raw pointers // TODO: use non-copyable function, that way we don't need to store raw pointers
std::vector<GPUTexture*> textures; std::vector<GPUTexture*> textures;
@ -2586,11 +2588,15 @@ void System::FreeMemoryStateStorage(bool recycle_textures)
} }
}); });
} }
}
if (release_memory)
{
s_state.memory_save_states = std::vector<MemorySaveState>(); s_state.memory_save_states = std::vector<MemorySaveState>();
s_state.memory_save_state_front = 0; s_state.memory_save_state_front = 0;
s_state.memory_save_state_count = 0; s_state.memory_save_state_count = 0;
} }
}
void System::LoadMemoryState(MemorySaveState& mss, bool update_display) void System::LoadMemoryState(MemorySaveState& mss, bool update_display)
{ {
@ -4860,7 +4866,7 @@ void System::CalculateRewindMemoryUsage(u32 num_saves, u32 resolution_scale, u64
void System::UpdateMemorySaveStateSettings() void System::UpdateMemorySaveStateSettings()
{ {
const bool any_memory_states_active = (g_settings.IsRunaheadEnabled() || g_settings.rewind_enable); const bool any_memory_states_active = (g_settings.IsRunaheadEnabled() || g_settings.rewind_enable);
FreeMemoryStateStorage(any_memory_states_active); FreeMemoryStateStorage(true, true, any_memory_states_active);
if (IsReplayingGPUDump()) [[unlikely]] if (IsReplayingGPUDump()) [[unlikely]]
{ {

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@ -27,7 +27,7 @@ MemorySaveState& AllocateMemoryState();
MemorySaveState& GetFirstMemoryState(); MemorySaveState& GetFirstMemoryState();
MemorySaveState& PopMemoryState(); MemorySaveState& PopMemoryState();
bool AllocateMemoryStates(size_t state_count, bool recycle_old_textures); bool AllocateMemoryStates(size_t state_count, bool recycle_old_textures);
void FreeMemoryStateStorage(bool recycle_texture); void FreeMemoryStateStorage(bool release_memory, bool release_textures, bool recycle_textures);
void LoadMemoryState(MemorySaveState& mss, bool update_display); void LoadMemoryState(MemorySaveState& mss, bool update_display);
void SaveMemoryState(MemorySaveState& mss); void SaveMemoryState(MemorySaveState& mss);