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synced 2024-11-23 13:30:02 +00:00
Stop leaking framebuffers on shutdown. Fix other shutdown issues.
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parent
0e5b398c9d
commit
8d0209c7e4
@ -118,6 +118,22 @@ FramebufferManagerCommon::FramebufferManagerCommon(Draw::DrawContext *draw)
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}
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FramebufferManagerCommon::~FramebufferManagerCommon() {
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DecimateFBOs();
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for (auto vfb : vfbs_) {
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DestroyFramebuf(vfb);
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}
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vfbs_.clear();
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for (auto &tempFB : tempFBOs_) {
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tempFB.second.fbo->Release();
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}
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tempFBOs_.clear();
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// Do the same for ReadFramebuffersToMemory's VFBs
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for (auto vfb : bvfbs_) {
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DestroyFramebuf(vfb);
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}
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bvfbs_.clear();
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}
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void FramebufferManagerCommon::Init() {
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@ -984,6 +984,8 @@ void EmuScreen::postRender() {
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Draw::DrawContext *draw = screenManager()->getDrawContext();
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if (!draw)
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return;
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if (invalid_)
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draw->WipeQueue();
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draw->EndFrame();
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}
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@ -554,6 +554,14 @@ void VulkanRenderManager::Finish() {
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vulkan_->EndFrame();
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}
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void VulkanRenderManager::Wipe() {
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int curFrame = vulkan_->GetCurFrame();
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for (auto iter : steps_) {
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delete iter;
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}
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steps_.clear();
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}
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// Can be called multiple times with no bad side effects. This is so that we can either begin a frame the normal way,
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// or stop it in the middle for a synchronous readback, then start over again mostly normally but without repeating
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// the backbuffer image acquisition.
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@ -83,6 +83,9 @@ public:
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void Finish();
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void Run(int frame);
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// Zaps queued up commands. Use if you know there's a risk you've queued up stuff that has already been deleted. Can happen during in-game shutdown.
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void Wipe();
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void BindFramebufferAsRenderTarget(VKRFramebuffer *fb, VKRRenderPassAction color, VKRRenderPassAction depth, uint32_t clearColor, float clearDepth, uint8_t clearStencil);
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VkImageView BindFramebufferAsTexture(VKRFramebuffer *fb, int binding, int aspectBit, int attachment);
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void CopyFramebufferToMemorySync(VKRFramebuffer *src, int aspectBits, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride);
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@ -609,6 +609,7 @@ public:
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// Frame management (for the purposes of sync and resource management, necessary with modern APIs). Default implementations here.
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virtual void BeginFrame() {}
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virtual void EndFrame() {}
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virtual void WipeQueue() {}
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// This should be avoided as much as possible, in favor of clearing when binding a render target, which is native
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// on Vulkan.
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@ -418,6 +418,7 @@ public:
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void BeginFrame() override;
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void EndFrame() override;
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void WipeQueue() override;
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void FlushState() override {
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}
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@ -766,6 +767,10 @@ void VKContext::EndFrame() {
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push_ = nullptr;
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}
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void VKContext::WipeQueue() {
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renderManager_.Wipe();
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}
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VkDescriptorSet VKContext::GetOrCreateDescriptorSet(VkBuffer buf) {
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DescriptorSetKey key;
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