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Decentralize the assert for AllocateAlignedMemory failures
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85410305e6
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@ -258,9 +258,6 @@ void *AllocateAlignedMemory(size_t size, size_t alignment) {
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}
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#endif
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#endif
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char temp[32];
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NiceSizeFormat(size, temp, sizeof(temp));
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_assert_msg_(ptr != nullptr, "Failed to allocate aligned memory of size %s (%llu)", temp, (unsigned long long)size);
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return ptr;
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}
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@ -46,6 +46,7 @@ bool ProtectMemoryPages(const void* ptr, size_t size, uint32_t memProtFlags);
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void FreeMemoryPages(void* ptr, size_t size);
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// Regular aligned memory. Don't try to apply memory protection willy-nilly to memory allocated this way as in-page alignment is unknown (though could be checked).
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// No longer asserts, will return nullptr on failure.
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void* AllocateAlignedMemory(size_t size, size_t alignment);
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void FreeAlignedMemory(void* ptr);
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@ -97,10 +97,8 @@ bool IsFocusMovementEnabled() {
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}
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void LayoutViewHierarchy(const UIContext &dc, ViewGroup *root, bool ignoreInsets) {
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if (!root) {
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ERROR_LOG(Log::System, "Tried to layout a view hierarchy from a zero pointer root");
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return;
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}
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_assert_(root);
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_assert_(&dc);
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Bounds rootBounds = ignoreInsets ? dc.GetBounds() : dc.GetLayoutBounds();
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@ -108,6 +108,8 @@ TextureCacheCommon::TextureCacheCommon(Draw::DrawContext *draw, Draw2D *draw2D)
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// Here we need 2KB to expand a 1KB CLUT.
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expandClut_ = (u32 *)AllocateAlignedMemory(2048, 16);
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_assert_(clutBufRaw_ && clutBufConverted_ && expandClut_);
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// Zap so we get consistent behavior if the game fails to load some of the CLUT.
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memset(clutBufRaw_, 0, 2048);
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memset(clutBufConverted_, 0, 2048);
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@ -319,6 +319,7 @@ void TextureCacheGLES::BuildTexture(TexCacheEntry *const entry) {
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}
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data = (u8 *)AllocateAlignedMemory(dataSize, 16);
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_assert_msg_(data != nullptr, "Failed to allocate aligned memory for texture level %d: %d bytes (%dx%d)", i, (int)dataSize, mipWidth, mipHeight);
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if (!data) {
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ERROR_LOG(Log::G3D, "Ran out of RAM trying to allocate a temporary texture upload buffer (%dx%d)", mipWidth, mipHeight);
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@ -341,6 +342,7 @@ void TextureCacheGLES::BuildTexture(TexCacheEntry *const entry) {
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size_t dataSize = levelStride * plan.depth;
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u8 *data = (u8 *)AllocateAlignedMemory(dataSize, 16);
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_assert_msg_(data != nullptr, "Failed to allocate aligned memory for 3d texture: %d bytes", (int)dataSize);
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memset(data, 0, levelStride * plan.depth);
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u8 *p = data;
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@ -42,8 +42,7 @@
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TransformUnit::TransformUnit() {
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decoded_ = (u8 *)AllocateAlignedMemory(TRANSFORM_BUF_SIZE, 16);
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if (!decoded_)
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return;
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_assert_(decoded_);
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binner_ = new BinManager();
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}
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@ -216,6 +216,7 @@ ShaderManagerVulkan::ShaderManagerVulkan(Draw::DrawContext *draw)
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uboAlignment_ = vulkan->GetPhysicalDeviceProperties().properties.limits.minUniformBufferOffsetAlignment;
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uniforms_ = (Uniforms *)AllocateAlignedMemory(sizeof(Uniforms), 16);
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_assert_(uniforms_);
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static_assert(sizeof(uniforms_->ub_base) <= 512, "ub_base grew too big");
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static_assert(sizeof(uniforms_->ub_lights) <= 512, "ub_lights grew too big");
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@ -768,8 +768,11 @@ void TextureCacheVulkan::LoadVulkanTextureLevel(TexCacheEntry &entry, uint8_t *w
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if (scaleFactor > 1) {
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u32 fmt = dstFmt;
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// CPU scaling reads from the destination buffer so we want cached RAM.
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uint8_t *rearrange = (uint8_t *)AllocateAlignedMemory(w * scaleFactor * h * scaleFactor * 4, 16);
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scaler_.ScaleAlways((u32 *)rearrange, pixelData, w, h, &w, &h, scaleFactor);
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size_t allocBytes = w * scaleFactor * h * scaleFactor * 4;
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uint8_t *scaleBuf = (uint8_t *)AllocateAlignedMemory(allocBytes, 16);
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_assert_msg_(scaleBuf, "Failed to allocate %d aligned bytes for texture scaler", (int)allocBytes);
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scaler_.ScaleAlways((u32 *)scaleBuf, pixelData, w, h, &w, &h, scaleFactor);
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pixelData = (u32 *)writePtr;
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// We always end up at 8888. Other parts assume this.
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@ -779,13 +782,13 @@ void TextureCacheVulkan::LoadVulkanTextureLevel(TexCacheEntry &entry, uint8_t *w
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if (decPitch != rowPitch) {
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for (int y = 0; y < h; ++y) {
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memcpy(writePtr + rowPitch * y, rearrange + decPitch * y, w * bpp);
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memcpy(writePtr + rowPitch * y, scaleBuf + decPitch * y, w * bpp);
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}
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decPitch = rowPitch;
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} else {
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memcpy(writePtr, rearrange, w * h * 4);
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memcpy(writePtr, scaleBuf, w * h * 4);
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}
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FreeAlignedMemory(rearrange);
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FreeAlignedMemory(scaleBuf);
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}
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}
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@ -774,6 +774,7 @@ void GameBrowser::Refresh() {
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auto mm = GetI18NCategory(I18NCat::MAINMENU);
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// No topbar on recent screen
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gameList_ = nullptr;
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if (DisplayTopBar()) {
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LinearLayout *topBar = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
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if (browseFlags_ & BrowseFlags::NAVIGATE) {
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@ -828,12 +829,10 @@ void GameBrowser::Refresh() {
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if (*gridStyle_) {
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gameList_ = new UI::GridLayoutList(UI::GridLayoutSettings(150*g_Config.fGameGridScale, 85*g_Config.fGameGridScale), new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
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Add(gameList_);
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} else {
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UI::LinearLayout *gl = new UI::LinearLayoutList(UI::ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
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gl->SetSpacing(4.0f);
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gameList_ = gl;
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Add(gameList_);
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}
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} else {
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if (*gridStyle_) {
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@ -854,8 +853,8 @@ void GameBrowser::Refresh() {
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// grid->Add(gameList_);
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// grid->Add(gridOptionColumn);
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// Add(grid);
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Add(gameList_);
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}
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Add(gameList_);
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// Find games in the current directory and create new ones.
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std::vector<DirButton *> dirButtons;
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@ -200,18 +200,18 @@ static void ExpandBezier(int &count, int op, const std::vector<SimpleVertex> &si
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output.count = 0;
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ControlPoints cpoints;
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cpoints.pos = (Vec3f *)AllocateAlignedMemory(sizeof(Vec3f) * num_points, 16);
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cpoints.tex = (Vec2f *)AllocateAlignedMemory(sizeof(Vec2f) * num_points, 16);
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cpoints.col = (Vec4f *)AllocateAlignedMemory(sizeof(Vec4f) * num_points, 16);
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cpoints.pos = new Vec3f[num_points];
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cpoints.tex = new Vec2f[num_points];
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cpoints.col = new Vec4f[num_points];
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cpoints.Convert(points.data(), num_points);
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surface.Init((int)generatedVerts.size());
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SoftwareTessellation(output, surface, gstate.vertType, cpoints);
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count = output.count;
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FreeAlignedMemory(cpoints.pos);
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FreeAlignedMemory(cpoints.tex);
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FreeAlignedMemory(cpoints.col);
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delete [] cpoints.pos;
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delete [] cpoints.tex;
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delete [] cpoints.col;
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}
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static void ExpandSpline(int &count, int op, const std::vector<SimpleVertex> &simpleVerts, const std::vector<u16> &indices, std::vector<SimpleVertex> &generatedVerts, std::vector<u16> &generatedInds) {
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