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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-18 12:05:14 -04:00
3DS: Try to fix crash sometimes when quitting game
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d00174c680
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0d36359615
@ -109,9 +109,10 @@ static void SwitchProgram(void) {
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/*########################################################################################################################*
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*---------------------------------------------------------General---------------------------------------------------------*
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*#########################################################################################################################*/
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static C3D_RenderTarget* topTargetLeft;
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static C3D_RenderTarget* topTargetRight;
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static C3D_RenderTarget* bottomTarget;
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static C3D_RenderTarget topTargetLeft;
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static C3D_RenderTarget topTargetRight;
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static C3D_RenderTarget bottomTarget;
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static cc_bool createdTopTargetRight;
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static void AllocShaders(void) {
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Shader_Alloc(&shaders[0], coloured_shbin, coloured_shbin_size);
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@ -135,13 +136,13 @@ static void SetDefaultState(void) {
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static void InitCitro3D(void) {
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE * 4);
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topTargetLeft = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24);
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C3D_RenderTargetSetOutput(topTargetLeft, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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C3D_RenderTargetCreate(&topTargetLeft, 240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24);
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C3D_RenderTargetSetOutput(&topTargetLeft, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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// Even though the bottom screen is 320 pixels wide, we use 400 here so that the same ortho matrix
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// can be used for both screens. The output is clipped to the actual screen width, anyway.
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bottomTarget = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24);
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C3D_RenderTargetSetOutput(bottomTarget, GFX_BOTTOM, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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C3D_RenderTargetCreate(&bottomTarget, 240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24);
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C3D_RenderTargetSetOutput(&bottomTarget, GFX_BOTTOM, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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gfxSetDoubleBuffering(GFX_TOP, true);
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SetDefaultState();
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@ -151,6 +152,7 @@ static void InitCitro3D(void) {
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static GfxResourceID white_square;
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void Gfx_Create(void) {
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if (!Gfx.Created) InitCitro3D();
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else C3Di_RenderQueueInit();
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Gfx.MaxTexWidth = 1024;
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Gfx.MaxTexHeight = 1024;
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@ -166,6 +168,8 @@ void Gfx_Create(void) {
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void Gfx_Free(void) {
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Gfx_FreeState();
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C3Di_RenderQueueExit();
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// FreeShaders()
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// C3D_Fini()
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}
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@ -190,7 +194,7 @@ void Gfx_FreeState(void) {
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}
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void Gfx_3DS_SetRenderScreen(enum Screen3DS screen) {
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C3D_FrameDrawOn(screen == TOP_SCREEN ? topTargetLeft : bottomTarget);
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C3D_FrameDrawOn(screen == TOP_SCREEN ? &topTargetLeft : &bottomTarget);
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}
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@ -217,13 +221,14 @@ void Gfx_Set3DLeft(struct Matrix* proj, struct Matrix* view) {
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void Gfx_Set3DRight(struct Matrix* proj, struct Matrix* view) {
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Calc3DProjection(+1, proj);
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if (!topTargetRight) {
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topTargetRight = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetOutput(topTargetRight, GFX_TOP, GFX_RIGHT, DISPLAY_TRANSFER_FLAGS);
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if (!createdTopTargetRight) {
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C3D_RenderTargetCreate(&topTargetRight, 240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24);
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C3D_RenderTargetSetOutput(&topTargetRight, GFX_TOP, GFX_RIGHT, DISPLAY_TRANSFER_FLAGS);
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createdTopTargetRight = true;
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}
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C3D_RenderTargetClear(topTargetRight, C3D_CLEAR_ALL, clear_color, 0);
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C3D_FrameDrawOn(topTargetRight);
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C3D_RenderTargetClear(&topTargetRight, C3D_CLEAR_ALL, clear_color, 0);
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C3D_FrameDrawOn(&topTargetRight);
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}
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void Gfx_End3D(struct Matrix* proj, struct Matrix* view) {
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@ -532,7 +537,7 @@ void Gfx_BeginFrame(void) {
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if (gfx_vsync) C3D_FrameSync();
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C3D_FrameBegin(0);
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C3D_FrameDrawOn(topTargetLeft);
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C3D_FrameDrawOn(&topTargetLeft);
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extern void C3Di_UpdateContext(void);
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C3Di_UpdateContext();
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@ -543,8 +548,8 @@ void Gfx_ClearBuffers(GfxBuffers buffers) {
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if (buffers & GFX_BUFFER_COLOR) targets |= C3D_CLEAR_COLOR;
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if (buffers & GFX_BUFFER_DEPTH) targets |= C3D_CLEAR_DEPTH;
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C3D_RenderTargetClear(topTargetLeft, targets, clear_color, 0);
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C3D_RenderTargetClear(bottomTarget, targets, 0, 0);
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C3D_RenderTargetClear(&topTargetLeft, targets, clear_color, 0);
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C3D_RenderTargetClear(&bottomTarget, targets, 0, 0);
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}
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void Gfx_EndFrame(void) {
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83
third_party/citro3d.c
vendored
83
third_party/citro3d.c
vendored
@ -311,13 +311,9 @@ typedef struct C3D_RenderTarget_tag C3D_RenderTarget;
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struct C3D_RenderTarget_tag
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{
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C3D_RenderTarget *next, *prev;
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C3D_FrameBuf frameBuf;
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bool used;
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bool ownsColor, ownsDepth;
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bool linked;
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bool used, linked;
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gfxScreen_t screen;
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gfx3dSide_t side;
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u32 transferFlags;
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@ -337,7 +333,7 @@ static bool C3D_FrameDrawOn(C3D_RenderTarget* target);
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static void C3D_FrameSplit(u8 flags);
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static void C3D_FrameEnd(u8 flags);
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static C3D_RenderTarget* C3D_RenderTargetCreate(int width, int height, GPU_COLORBUF colorFmt, GPU_DEPTHBUF depthFmt);
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static void C3D_RenderTargetCreate(C3D_RenderTarget* target, int width, int height, GPU_COLORBUF colorFmt, GPU_DEPTHBUF depthFmt);
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static void C3D_RenderTargetDelete(C3D_RenderTarget* target);
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static void C3D_RenderTargetSetOutput(C3D_RenderTarget* target, gfxScreen_t screen, gfx3dSide_t side, u32 transferFlags);
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@ -977,7 +973,6 @@ static void C3D_ImmDrawEnd(void)
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static C3D_RenderTarget *firstTarget, *lastTarget;
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static C3D_RenderTarget *linkedTarget[3];
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static bool inFrame, inSafeTransfer;
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@ -1069,23 +1064,11 @@ static void C3Di_RenderQueueInit(void)
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static void C3Di_RenderQueueExit(void)
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{
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int i;
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C3D_RenderTarget *a, *next;
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C3Di_WaitAndClearQueue(-1);
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gxCmdQueueSetCallback(&C3Di_GetContext()->gxQueue, NULL, NULL);
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GX_BindQueue(NULL);
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C3Di_RenderQueueDisableVBlank();
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for (i = 0; i < 3; i ++)
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linkedTarget[i] = NULL;
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for (a = firstTarget; a; a = next)
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{
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next = a->next;
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C3Di_RenderTargetDestroy(a);
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}
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}
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static void C3Di_RenderQueueWaitDone(void)
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@ -1161,70 +1144,36 @@ static void C3D_FrameEnd(u8 flags)
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gxCmdQueueRun(&ctx->gxQueue);
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}
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static C3D_RenderTarget* C3Di_RenderTargetNew(void)
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void C3D_RenderTargetCreate(C3D_RenderTarget* target, int width, int height, GPU_COLORBUF colorFmt, GPU_DEPTHBUF depthFmt)
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{
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C3D_RenderTarget* target = (C3D_RenderTarget*)malloc(sizeof(C3D_RenderTarget));
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if (!target) return NULL;
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memset(target, 0, sizeof(C3D_RenderTarget));
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return target;
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}
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static void C3Di_RenderTargetFinishInit(C3D_RenderTarget* target)
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{
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target->prev = lastTarget;
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target->next = NULL;
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if (lastTarget)
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lastTarget->next = target;
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if (!firstTarget)
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firstTarget = target;
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lastTarget = target;
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}
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C3D_RenderTarget* C3D_RenderTargetCreate(int width, int height, GPU_COLORBUF colorFmt, GPU_DEPTHBUF depthFmt)
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{
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void* depthBuf = NULL;
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void* colorBuf = vramAlloc(C3D_CalcColorBufSize(width,height,colorFmt));
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if (!colorBuf) goto _fail0;
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size_t colorSize = C3D_CalcColorBufSize(width,height,colorFmt);
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size_t depthSize = C3D_CalcDepthBufSize(width,height,depthFmt);
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memset(target, 0, sizeof(C3D_RenderTarget));
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void* depthBuf = NULL;
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void* colorBuf = vramAlloc(colorSize);
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if (!colorBuf) goto _fail;
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vramAllocPos vramBank = addrGetVRAMBank(colorBuf);
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depthBuf = vramAllocAt(depthSize, vramBank ^ VRAM_ALLOC_ANY); // Attempt opposite bank first...
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if (!depthBuf) depthBuf = vramAllocAt(depthSize, vramBank); // ... if that fails, attempt same bank
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if (!depthBuf) goto _fail1;
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C3D_RenderTarget* target = C3Di_RenderTargetNew();
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if (!target) goto _fail2;
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if (!depthBuf) goto _fail;
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C3D_FrameBuf* fb = &target->frameBuf;
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C3D_FrameBufAttrib(fb, width, height, false);
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C3D_FrameBufColor(fb, colorBuf, colorFmt);
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C3D_FrameBufDepth(fb, depthBuf, depthFmt);
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target->ownsDepth = true;
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target->ownsColor = true;
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return;
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C3Di_RenderTargetFinishInit(target);
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return target;
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_fail2:
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_fail:
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if (depthBuf) vramFree(depthBuf);
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_fail1:
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vramFree(colorBuf);
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_fail0:
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return NULL;
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if (colorBuf) vramFree(colorBuf);
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}
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static void C3Di_RenderTargetDestroy(C3D_RenderTarget* target)
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{
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if (target->ownsColor)
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vramFree(target->frameBuf.colorBuf);
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if (target->ownsDepth)
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vramFree(target->frameBuf.depthBuf);
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C3D_RenderTarget** prevNext = target->prev ? &target->prev->next : &firstTarget;
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C3D_RenderTarget** nextPrev = target->next ? &target->next->prev : &lastTarget;
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*prevNext = target->next;
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*nextPrev = target->prev;
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free(target);
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vramFree(target->frameBuf.colorBuf);
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vramFree(target->frameBuf.depthBuf);
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}
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static void C3D_RenderTargetDelete(C3D_RenderTarget* target)
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