Fixing some shutdown code.

This commit is contained in:
Ben Vanik
2014-01-02 18:58:44 -08:00
parent 125e7278c6
commit 7969349126
11 changed files with 58 additions and 35 deletions

View File

@@ -37,9 +37,6 @@ D3D11GraphicsSystem::D3D11GraphicsSystem(Emulator* emulator) :
}
D3D11GraphicsSystem::~D3D11GraphicsSystem() {
XESAFERELEASE(device_);
XESAFERELEASE(dxgi_factory_);
delete window_;
}
void D3D11GraphicsSystem::Initialize() {
@@ -50,13 +47,13 @@ void D3D11GraphicsSystem::Initialize() {
timer_queue_ = CreateTimerQueue();
CreateTimerQueueTimer(
&vsync_timer_,
timer_queue_,
(WAITORTIMERCALLBACK)D3D11GraphicsSystemVsyncCallback,
this,
16,
100,
WT_EXECUTEINTIMERTHREAD);
&vsync_timer_,
timer_queue_,
(WAITORTIMERCALLBACK)D3D11GraphicsSystemVsyncCallback,
this,
16,
100,
WT_EXECUTEINTIMERTHREAD);
// Create DXGI factory so we can get a swap chain/etc.
HRESULT hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1),
@@ -158,6 +155,8 @@ void D3D11GraphicsSystem::Pump() {
}
void D3D11GraphicsSystem::Shutdown() {
GraphicsSystem::Shutdown();
if (vsync_timer_) {
DeleteTimerQueueTimer(timer_queue_, vsync_timer_, NULL);
}
@@ -165,7 +164,10 @@ void D3D11GraphicsSystem::Shutdown() {
DeleteTimerQueueEx(timer_queue_, NULL);
}
// TODO(benvanik): release D3D stuff here?
GraphicsSystem::Shutdown();
XESAFERELEASE(device_);
device_ = 0;
XESAFERELEASE(dxgi_factory_);
dxgi_factory_ = 0;
delete window_;
window_ = 0;
}

View File

@@ -33,10 +33,11 @@ public:
D3D11GraphicsSystem(Emulator* emulator);
virtual ~D3D11GraphicsSystem();
virtual void Shutdown();
protected:
virtual void Initialize();
virtual void Pump();
virtual void Shutdown();
private:
IDXGIFactory1* dxgi_factory_;

View File

@@ -33,14 +33,6 @@ GraphicsSystem::GraphicsSystem(Emulator* emulator) :
}
GraphicsSystem::~GraphicsSystem() {
// TODO(benvanik): thread join.
running_ = false;
xe_thread_release(thread_);
// TODO(benvanik): worker join/etc.
delete worker_;
xe_run_loop_release(run_loop_);
}
X_STATUS GraphicsSystem::Setup() {
@@ -90,13 +82,15 @@ void GraphicsSystem::ThreadStart() {
// Pump worker.
worker_->Pump();
if (!running_) {
break;
}
// Pump graphics system.
Pump();
}
running_ = false;
Shutdown();
xe_run_loop_release(run_loop);
// TODO(benvanik): call module API to kill?
@@ -106,6 +100,13 @@ void GraphicsSystem::Initialize() {
}
void GraphicsSystem::Shutdown() {
running_ = false;
xe_thread_join(thread_);
xe_thread_release(thread_);
delete worker_;
xe_run_loop_release(run_loop_);
}
void GraphicsSystem::SetInterruptCallback(uint32_t callback,

View File

@@ -34,6 +34,7 @@ public:
cpu::Processor* processor() const { return processor_; }
virtual X_STATUS Setup();
virtual void Shutdown();
void SetInterruptCallback(uint32_t callback, uint32_t user_data);
void InitializeRingBuffer(uint32_t ptr, uint32_t page_count);
@@ -51,7 +52,6 @@ public:
protected:
virtual void Initialize();
virtual void Pump() = 0;
virtual void Shutdown();
private:
static void ThreadStartThunk(GraphicsSystem* this_ptr) {

View File

@@ -26,10 +26,11 @@ public:
NopGraphicsSystem(Emulator* emulator);
virtual ~NopGraphicsSystem();
virtual void Shutdown();
protected:
virtual void Initialize();
virtual void Pump();
virtual void Shutdown();
private:
HANDLE timer_queue_;