Files
ppsspp/GPU/GLES/FragmentTestCacheGLES.h
T
Henrik RydgårdandClaude Opus 5.5 39049a67fd GLES: Free textures on device lost, and unsubmitted step data at exit
- The texture and fragment test caches dropped their GLRTexture objects on
  DeviceLost without queueing them for deletion, leaking them on every
  Android background/resume. The deleter already skips the GL calls when
  the context is gone.
- GLRenderManager::ThreadEnd cleared unsubmitted init and render steps
  without freeing the data they own. Run them through the dry run instead,
  which now also frees stereo matrices and shader code.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-09-29 10:33:32 -06:00

91 lines
2.3 KiB
C++

// Copyright (c) 2014- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <map>
#include "Common/CommonTypes.h"
#include "GPU/GLES/TextureCacheGLES.h"
#include "GPU/ge_constants.h"
struct FragmentTestID {
union {
struct {
u32 alpha;
u32 colorRefFunc;
u32 colorMask;
};
u32 d[3];
};
bool operator < (const FragmentTestID &other) const {
for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++) {
if (d[i] < other.d[i])
return true;
if (d[i] > other.d[i])
return false;
}
return false;
}
bool operator == (const FragmentTestID &other) const {
for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++) {
if (d[i] != other.d[i])
return false;
}
return true;
}
};
struct FragmentTestTexture {
GLRTexture *texture;
int lastFrame;
};
class FragmentTestCacheGLES {
public:
FragmentTestCacheGLES(Draw::DrawContext *draw);
~FragmentTestCacheGLES();
void SetTextureCache(TextureCacheGLES *tc) {
textureCache_ = tc;
}
void BindTestTexture(int slot);
void DeviceLost() {
// Queue the deletes anyway, the deleter frees the GLRTexture objects and skips the GL calls if needed.
Clear(true);
render_ = nullptr;
}
void DeviceRestore(Draw::DrawContext *draw);
void Clear(bool deleteThem = true);
void Decimate();
private:
GLRTexture *CreateTestTexture(const GEComparison funcs[4], const u8 refs[4], const u8 masks[4], const bool valid[4]);
static FragmentTestID GenerateTestID() ;
GLRenderManager *render_;
TextureCacheGLES *textureCache_;
std::map<FragmentTestID, FragmentTestTexture> cache_;
GLRTexture *lastTexture_ = nullptr;
int decimationCounter_ = 0;
};