GPU resource disposal
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parent
f7bcc884e4
commit
59fdaa744b
20 changed files with 195 additions and 46 deletions
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@ -14,7 +14,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Memory cache of shader code.
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/// </summary>
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class ShaderCache
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class ShaderCache : IDisposable
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{
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private const int MaxProgramSize = 0x100000;
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@ -117,25 +117,25 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (addresses.VertexA != 0)
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{
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gpShaders.Shader[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
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gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
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}
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else
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{
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gpShaders.Shader[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
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gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
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}
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gpShaders.Shader[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
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gpShaders.Shader[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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gpShaders.Shader[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
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gpShaders.Shader[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
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gpShaders.Shaders[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
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gpShaders.Shaders[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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gpShaders.Shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
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gpShaders.Shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
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BackpropQualifiers(gpShaders);
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List<IShader> hostShaders = new List<IShader>();
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for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
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for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
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{
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ShaderProgram program = gpShaders.Shader[stage].Program;
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ShaderProgram program = gpShaders.Shaders[stage].Program;
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if (program == null)
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{
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@ -144,7 +144,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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IShader hostShader = _context.Renderer.CompileShader(program);
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gpShaders.Shader[stage].Shader = hostShader;
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gpShaders.Shaders[stage].HostShader = hostShader;
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hostShaders.Add(hostShader);
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}
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@ -182,9 +182,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>True if the code is different, false otherwise</returns>
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private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
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{
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for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
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for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
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{
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CachedShader shader = gpShaders.Shader[stage];
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CachedShader shader = gpShaders.Shaders[stage];
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if (shader.Code == null)
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{
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@ -370,13 +370,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="program">Graphics shader cached code</param>
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private void BackpropQualifiers(GraphicsShader program)
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{
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ShaderProgram fragmentShader = program.Shader[4].Program;
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ShaderProgram fragmentShader = program.Shaders[4].Program;
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bool isFirst = true;
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for (int stage = 3; stage >= 0; stage--)
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{
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if (program.Shader[stage].Program == null)
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if (program.Shaders[stage].Program == null)
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{
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continue;
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}
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@ -389,11 +389,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (isFirst && iq != string.Empty)
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{
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program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
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program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
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}
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else
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{
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program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
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program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
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}
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}
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@ -497,5 +497,34 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return 0;
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}
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/// <summary>
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/// Disposes the shader cache, deleting all the cached shaders.
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/// It's an error to use the shader cache after disposal.
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/// </summary>
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public void Dispose()
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{
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foreach (List<ComputeShader> list in _cpPrograms.Values)
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{
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foreach (ComputeShader shader in list)
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{
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shader.HostProgram.Dispose();
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shader.Shader.HostShader.Dispose();
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}
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}
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foreach (List<GraphicsShader> list in _gpPrograms.Values)
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{
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foreach (GraphicsShader shader in list)
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{
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shader.HostProgram.Dispose();
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foreach (CachedShader cachedShader in shader.Shaders)
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{
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cachedShader.HostShader?.Dispose();
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}
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}
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}
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}
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}
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}
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