RSX Bugfixes and plugging memory leaks

BUGFIX: Add break after NV4097_SET_TEXTURE_BORDER_COLOR in RSXThread.cpp
BUGFIX: Fix parameters passed to RSXTexture::SetControl3 (they were being
passed in reverse order)
BUGFIX: Remove invalid, non-sensical call to glPixelStorei in GLGSRender.h
BUGFIX: Fix signed/unsigned comparison compiler warnings in GLGSRender.h
CHANGE: Make GLFragmentProgram::Decompiler synchronous by default
CHANGE: Update wxWidgets submodule to latest commit
BUGFIX: Fix several memory leaks
ADDED: Created a new MSVC debug configuration to output locations
  of allocations that end up leaking after the program
  is closed.
BUGFIX: Fix the stupid PadHandler crash due to the lack of a virtual d'tor
This commit is contained in:
nohbdy 2014-04-15 17:12:15 +03:00
commit d136adc73f
46 changed files with 617 additions and 149 deletions

View file

@ -397,12 +397,11 @@ bool GLGSRender::LoadProgram()
{
ConLog.Warning("FP not found in buffer!");
m_shader_prog.Decompile(*m_cur_shader_prog);
m_shader_prog.Wait();
m_shader_prog.Compile();
checkForGlError("m_shader_prog.Compile");
wxFile f(wxGetCwd() + "/FragmentProgram.txt", wxFile::write);
f.Write(m_shader_prog.shader);
f.Write(m_shader_prog.GetShaderText());
}
if(m_vp_buf_num == -1)
@ -433,7 +432,7 @@ bool GLGSRender::LoadProgram()
{
// TODO: This isn't working perfectly. Is there any better/shorter way to update the program
m_vertex_prog.shader = program.vp_shader;
m_shader_prog.shader = program.fp_shader;
m_shader_prog.SetShaderText(program.fp_shader);
m_vertex_prog.Wait();
m_vertex_prog.Compile();
checkForGlError("m_vertex_prog.Compile");
@ -441,13 +440,13 @@ bool GLGSRender::LoadProgram()
m_shader_prog.Compile();
checkForGlError("m_shader_prog.Compile");
glAttachShader(m_program.id, m_vertex_prog.id);
glAttachShader(m_program.id, m_shader_prog.id);
glAttachShader(m_program.id, m_shader_prog.GetId());
glLinkProgram(m_program.id);
checkForGlError("glLinkProgram");
glDetachShader(m_program.id, m_vertex_prog.id);
glDetachShader(m_program.id, m_shader_prog.id);
glDetachShader(m_program.id, m_shader_prog.GetId());
program.vp_id = m_vertex_prog.id;
program.fp_id = m_shader_prog.id;
program.fp_id = m_shader_prog.GetId();
program.modified = false;
}
}
@ -456,7 +455,7 @@ bool GLGSRender::LoadProgram()
}
else
{
m_program.Create(m_vertex_prog.id, m_shader_prog.id);
m_program.Create(m_vertex_prog.id, m_shader_prog.GetId());
checkForGlError("m_program.Create");
m_prog_buffer.Add(m_program, m_shader_prog, *m_cur_shader_prog, m_vertex_prog, *m_cur_vertex_prog);
checkForGlError("m_prog_buffer.Add");
@ -468,9 +467,9 @@ bool GLGSRender::LoadProgram()
RSXDebuggerProgram program;
program.id = m_program.id;
program.vp_id = m_vertex_prog.id;
program.fp_id = m_shader_prog.id;
program.fp_id = m_shader_prog.GetId();
program.vp_shader = m_vertex_prog.shader;
program.fp_shader = m_shader_prog.shader;
program.fp_shader = m_shader_prog.GetShaderText();
m_debug_programs.push_back(program);
}
}