GPU resource disposal

This commit is contained in:
gdkchan 2019-12-31 19:09:49 -03:00 committed by Thog
parent f7bcc884e4
commit 59fdaa744b
20 changed files with 195 additions and 46 deletions

View file

@ -14,7 +14,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Memory cache of shader code.
/// </summary>
class ShaderCache
class ShaderCache : IDisposable
{
private const int MaxProgramSize = 0x100000;
@ -117,25 +117,25 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (addresses.VertexA != 0)
{
gpShaders.Shader[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
}
else
{
gpShaders.Shader[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
}
gpShaders.Shader[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
gpShaders.Shader[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
gpShaders.Shader[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
gpShaders.Shader[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
gpShaders.Shaders[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
gpShaders.Shaders[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
gpShaders.Shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
gpShaders.Shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
BackpropQualifiers(gpShaders);
List<IShader> hostShaders = new List<IShader>();
for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
{
ShaderProgram program = gpShaders.Shader[stage].Program;
ShaderProgram program = gpShaders.Shaders[stage].Program;
if (program == null)
{
@ -144,7 +144,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
IShader hostShader = _context.Renderer.CompileShader(program);
gpShaders.Shader[stage].Shader = hostShader;
gpShaders.Shaders[stage].HostShader = hostShader;
hostShaders.Add(hostShader);
}
@ -182,9 +182,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <returns>True if the code is different, false otherwise</returns>
private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
{
for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
{
CachedShader shader = gpShaders.Shader[stage];
CachedShader shader = gpShaders.Shaders[stage];
if (shader.Code == null)
{
@ -370,13 +370,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="program">Graphics shader cached code</param>
private void BackpropQualifiers(GraphicsShader program)
{
ShaderProgram fragmentShader = program.Shader[4].Program;
ShaderProgram fragmentShader = program.Shaders[4].Program;
bool isFirst = true;
for (int stage = 3; stage >= 0; stage--)
{
if (program.Shader[stage].Program == null)
if (program.Shaders[stage].Program == null)
{
continue;
}
@ -389,11 +389,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (isFirst && iq != string.Empty)
{
program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
}
else
{
program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
}
}
@ -497,5 +497,34 @@ namespace Ryujinx.Graphics.Gpu.Shader
return 0;
}
/// <summary>
/// Disposes the shader cache, deleting all the cached shaders.
/// It's an error to use the shader cache after disposal.
/// </summary>
public void Dispose()
{
foreach (List<ComputeShader> list in _cpPrograms.Values)
{
foreach (ComputeShader shader in list)
{
shader.HostProgram.Dispose();
shader.Shader.HostShader.Dispose();
}
}
foreach (List<GraphicsShader> list in _gpPrograms.Values)
{
foreach (GraphicsShader shader in list)
{
shader.HostProgram.Dispose();
foreach (CachedShader cachedShader in shader.Shaders)
{
cachedShader.HostShader?.Dispose();
}
}
}
}
}
}