mirror of https://github.com/PCSX2/pcsx2.git
GSdx:
Fix the worst memory leaks on emulator suspends. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3063 96395faa-99c1-11dd-bbfe-3dabce05a288
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ef5124e6d3
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d09c269d17
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@ -137,12 +137,10 @@ EXPORT_C GSclose()
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{
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if( !s_gs ) return;
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s_gs->ResetDevice();
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delete s_gs->m_dev;
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s_gs->m_dev = NULL;
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s_gs->m_wnd.Detach();
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delete s_gs;
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s_gs = NULL;
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}
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static INT32 _GSopen(void* dsp, char* title, int renderer)
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@ -158,16 +156,6 @@ static INT32 _GSopen(void* dsp, char* title, int renderer)
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try
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{
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if (s_renderer != renderer)
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{
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// Emulator has made a render change request, which requires a completely
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// new s_gs -- if the emu doesn't save/restore the GS state across this
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// GSopen call then they'll get corrupted graphics, but that's not my problem.
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delete s_gs;
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s_gs = NULL;
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}
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switch(renderer)
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{
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default:
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@ -245,6 +233,7 @@ static INT32 _GSopen(void* dsp, char* title, int renderer)
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EXPORT_C_(INT32) GSopen2( void* dsp, INT32 flags )
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{
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GSclose();
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int renderer = theApp.GetConfig("renderer", 0);
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if( flags & 4 )
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{
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@ -261,6 +250,7 @@ EXPORT_C_(INT32) GSopen2( void* dsp, INT32 flags )
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EXPORT_C_(INT32) GSopen(void* dsp, char* title, int mt)
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{
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GSclose();
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int renderer;
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// Legacy GUI expects to acquire vsync from the configuration files.
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@ -44,7 +44,7 @@ GSDevice::GSDevice()
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GSDevice::~GSDevice()
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{
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for_each(m_pool.begin(), m_pool.end(), delete_object());
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m_pool.clear();
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delete m_backbuffer;
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delete m_merge;
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delete m_weavebob;
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@ -52,14 +52,12 @@ GSRenderer::GSRenderer()
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GSRenderer::~GSRenderer()
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{
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/*if(m_dev)
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if(m_dev)
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{
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m_dev->Reset(1, 1, GSDevice::Windowed);
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}*/
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m_dev->Reset(1, 1);
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delete m_dev;
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}
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_aligned_free( m_tex_buff );
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delete m_dev;
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}
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bool GSRenderer::CreateWnd(const string& title, int w, int h)
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@ -455,7 +455,7 @@ protected:
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void Reset()
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{
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// TODO: GSreset can come from the main thread too => crash
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// m_tc->RemoveAll();
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m_tc->RemoveAll();
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m_reset = true;
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@ -35,6 +35,7 @@ class GSTexture11 : public GSTexture
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public:
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explicit GSTexture11(ID3D11Texture2D* texture);
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virtual ~GSTexture11() {};
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bool Update(const GSVector4i& r, const void* data, int pitch);
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bool Map(GSMap& m, const GSVector4i* r);
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@ -32,5 +32,6 @@ protected:
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void Read(Target* t, const GSVector4i& r);
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public:
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virtual ~GSTextureCache11() {};
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GSTextureCache11(GSRenderer* r);
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};
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