Decentralize the assert for AllocateAlignedMemory failures

This commit is contained in:
Henrik Rydgård 2024-10-22 21:49:50 +02:00
parent 85410305e6
commit f54d701a2e
10 changed files with 25 additions and 23 deletions

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@ -258,9 +258,6 @@ void *AllocateAlignedMemory(size_t size, size_t alignment) {
} }
#endif #endif
#endif #endif
char temp[32];
NiceSizeFormat(size, temp, sizeof(temp));
_assert_msg_(ptr != nullptr, "Failed to allocate aligned memory of size %s (%llu)", temp, (unsigned long long)size);
return ptr; return ptr;
} }

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@ -46,6 +46,7 @@ bool ProtectMemoryPages(const void* ptr, size_t size, uint32_t memProtFlags);
void FreeMemoryPages(void* ptr, size_t size); void FreeMemoryPages(void* ptr, size_t size);
// 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). // 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).
// No longer asserts, will return nullptr on failure.
void* AllocateAlignedMemory(size_t size, size_t alignment); void* AllocateAlignedMemory(size_t size, size_t alignment);
void FreeAlignedMemory(void* ptr); void FreeAlignedMemory(void* ptr);

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@ -97,10 +97,8 @@ bool IsFocusMovementEnabled() {
} }
void LayoutViewHierarchy(const UIContext &dc, ViewGroup *root, bool ignoreInsets) { void LayoutViewHierarchy(const UIContext &dc, ViewGroup *root, bool ignoreInsets) {
if (!root) { _assert_(root);
ERROR_LOG(Log::System, "Tried to layout a view hierarchy from a zero pointer root"); _assert_(&dc);
return;
}
Bounds rootBounds = ignoreInsets ? dc.GetBounds() : dc.GetLayoutBounds(); Bounds rootBounds = ignoreInsets ? dc.GetBounds() : dc.GetLayoutBounds();

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@ -108,6 +108,8 @@ TextureCacheCommon::TextureCacheCommon(Draw::DrawContext *draw, Draw2D *draw2D)
// Here we need 2KB to expand a 1KB CLUT. // Here we need 2KB to expand a 1KB CLUT.
expandClut_ = (u32 *)AllocateAlignedMemory(2048, 16); expandClut_ = (u32 *)AllocateAlignedMemory(2048, 16);
_assert_(clutBufRaw_ && clutBufConverted_ && expandClut_);
// Zap so we get consistent behavior if the game fails to load some of the CLUT. // Zap so we get consistent behavior if the game fails to load some of the CLUT.
memset(clutBufRaw_, 0, 2048); memset(clutBufRaw_, 0, 2048);
memset(clutBufConverted_, 0, 2048); memset(clutBufConverted_, 0, 2048);

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@ -319,6 +319,7 @@ void TextureCacheGLES::BuildTexture(TexCacheEntry *const entry) {
} }
data = (u8 *)AllocateAlignedMemory(dataSize, 16); data = (u8 *)AllocateAlignedMemory(dataSize, 16);
_assert_msg_(data != nullptr, "Failed to allocate aligned memory for texture level %d: %d bytes (%dx%d)", i, (int)dataSize, mipWidth, mipHeight);
if (!data) { if (!data) {
ERROR_LOG(Log::G3D, "Ran out of RAM trying to allocate a temporary texture upload buffer (%dx%d)", mipWidth, mipHeight); ERROR_LOG(Log::G3D, "Ran out of RAM trying to allocate a temporary texture upload buffer (%dx%d)", mipWidth, mipHeight);
@ -341,6 +342,7 @@ void TextureCacheGLES::BuildTexture(TexCacheEntry *const entry) {
size_t dataSize = levelStride * plan.depth; size_t dataSize = levelStride * plan.depth;
u8 *data = (u8 *)AllocateAlignedMemory(dataSize, 16); u8 *data = (u8 *)AllocateAlignedMemory(dataSize, 16);
_assert_msg_(data != nullptr, "Failed to allocate aligned memory for 3d texture: %d bytes", (int)dataSize);
memset(data, 0, levelStride * plan.depth); memset(data, 0, levelStride * plan.depth);
u8 *p = data; u8 *p = data;

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@ -42,8 +42,7 @@
TransformUnit::TransformUnit() { TransformUnit::TransformUnit() {
decoded_ = (u8 *)AllocateAlignedMemory(TRANSFORM_BUF_SIZE, 16); decoded_ = (u8 *)AllocateAlignedMemory(TRANSFORM_BUF_SIZE, 16);
if (!decoded_) _assert_(decoded_);
return;
binner_ = new BinManager(); binner_ = new BinManager();
} }

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@ -216,6 +216,7 @@ ShaderManagerVulkan::ShaderManagerVulkan(Draw::DrawContext *draw)
uboAlignment_ = vulkan->GetPhysicalDeviceProperties().properties.limits.minUniformBufferOffsetAlignment; uboAlignment_ = vulkan->GetPhysicalDeviceProperties().properties.limits.minUniformBufferOffsetAlignment;
uniforms_ = (Uniforms *)AllocateAlignedMemory(sizeof(Uniforms), 16); uniforms_ = (Uniforms *)AllocateAlignedMemory(sizeof(Uniforms), 16);
_assert_(uniforms_);
static_assert(sizeof(uniforms_->ub_base) <= 512, "ub_base grew too big"); static_assert(sizeof(uniforms_->ub_base) <= 512, "ub_base grew too big");
static_assert(sizeof(uniforms_->ub_lights) <= 512, "ub_lights grew too big"); 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
if (scaleFactor > 1) { if (scaleFactor > 1) {
u32 fmt = dstFmt; u32 fmt = dstFmt;
// CPU scaling reads from the destination buffer so we want cached RAM. // CPU scaling reads from the destination buffer so we want cached RAM.
uint8_t *rearrange = (uint8_t *)AllocateAlignedMemory(w * scaleFactor * h * scaleFactor * 4, 16); size_t allocBytes = w * scaleFactor * h * scaleFactor * 4;
scaler_.ScaleAlways((u32 *)rearrange, pixelData, w, h, &w, &h, scaleFactor); uint8_t *scaleBuf = (uint8_t *)AllocateAlignedMemory(allocBytes, 16);
_assert_msg_(scaleBuf, "Failed to allocate %d aligned bytes for texture scaler", (int)allocBytes);
scaler_.ScaleAlways((u32 *)scaleBuf, pixelData, w, h, &w, &h, scaleFactor);
pixelData = (u32 *)writePtr; pixelData = (u32 *)writePtr;
// We always end up at 8888. Other parts assume this. // We always end up at 8888. Other parts assume this.
@ -779,13 +782,13 @@ void TextureCacheVulkan::LoadVulkanTextureLevel(TexCacheEntry &entry, uint8_t *w
if (decPitch != rowPitch) { if (decPitch != rowPitch) {
for (int y = 0; y < h; ++y) { for (int y = 0; y < h; ++y) {
memcpy(writePtr + rowPitch * y, rearrange + decPitch * y, w * bpp); memcpy(writePtr + rowPitch * y, scaleBuf + decPitch * y, w * bpp);
} }
decPitch = rowPitch; decPitch = rowPitch;
} else { } else {
memcpy(writePtr, rearrange, w * h * 4); memcpy(writePtr, scaleBuf, w * h * 4);
} }
FreeAlignedMemory(rearrange); FreeAlignedMemory(scaleBuf);
} }
} }

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@ -774,6 +774,7 @@ void GameBrowser::Refresh() {
auto mm = GetI18NCategory(I18NCat::MAINMENU); auto mm = GetI18NCategory(I18NCat::MAINMENU);
// No topbar on recent screen // No topbar on recent screen
gameList_ = nullptr;
if (DisplayTopBar()) { if (DisplayTopBar()) {
LinearLayout *topBar = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)); LinearLayout *topBar = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
if (browseFlags_ & BrowseFlags::NAVIGATE) { if (browseFlags_ & BrowseFlags::NAVIGATE) {
@ -828,12 +829,10 @@ void GameBrowser::Refresh() {
if (*gridStyle_) { if (*gridStyle_) {
gameList_ = new UI::GridLayoutList(UI::GridLayoutSettings(150*g_Config.fGameGridScale, 85*g_Config.fGameGridScale), new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)); gameList_ = new UI::GridLayoutList(UI::GridLayoutSettings(150*g_Config.fGameGridScale, 85*g_Config.fGameGridScale), new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
Add(gameList_);
} else { } else {
UI::LinearLayout *gl = new UI::LinearLayoutList(UI::ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)); UI::LinearLayout *gl = new UI::LinearLayoutList(UI::ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
gl->SetSpacing(4.0f); gl->SetSpacing(4.0f);
gameList_ = gl; gameList_ = gl;
Add(gameList_);
} }
} else { } else {
if (*gridStyle_) { if (*gridStyle_) {
@ -854,8 +853,8 @@ void GameBrowser::Refresh() {
// grid->Add(gameList_); // grid->Add(gameList_);
// grid->Add(gridOptionColumn); // grid->Add(gridOptionColumn);
// Add(grid); // Add(grid);
Add(gameList_);
} }
Add(gameList_);
// Find games in the current directory and create new ones. // Find games in the current directory and create new ones.
std::vector<DirButton *> dirButtons; std::vector<DirButton *> dirButtons;

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@ -200,18 +200,18 @@ static void ExpandBezier(int &count, int op, const std::vector<SimpleVertex> &si
output.count = 0; output.count = 0;
ControlPoints cpoints; ControlPoints cpoints;
cpoints.pos = (Vec3f *)AllocateAlignedMemory(sizeof(Vec3f) * num_points, 16); cpoints.pos = new Vec3f[num_points];
cpoints.tex = (Vec2f *)AllocateAlignedMemory(sizeof(Vec2f) * num_points, 16); cpoints.tex = new Vec2f[num_points];
cpoints.col = (Vec4f *)AllocateAlignedMemory(sizeof(Vec4f) * num_points, 16); cpoints.col = new Vec4f[num_points];
cpoints.Convert(points.data(), num_points); cpoints.Convert(points.data(), num_points);
surface.Init((int)generatedVerts.size()); surface.Init((int)generatedVerts.size());
SoftwareTessellation(output, surface, gstate.vertType, cpoints); SoftwareTessellation(output, surface, gstate.vertType, cpoints);
count = output.count; count = output.count;
FreeAlignedMemory(cpoints.pos); delete [] cpoints.pos;
FreeAlignedMemory(cpoints.tex); delete [] cpoints.tex;
FreeAlignedMemory(cpoints.col); delete [] cpoints.col;
} }
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) { 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) {