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Tie Shader ObjectPool
Lifetime to Shader Program
Shader programs allocate instructions and blocks within an `ObjectPool`, there was a global pool prior that was never reaped aside from on destruction. This led to a leak where the pool would contain resources from shader programs that had been deleted, to avert this the pools are now tied to shader programs.
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@ -636,7 +636,7 @@ namespace skyline::gpu::interconnect {
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bool shouldCheckSame{false}; //!< If we should do a check for the shader being the same as before
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bool shouldCheckSame{false}; //!< If we should do a check for the shader being the same as before
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u32 offset{}; //!< Offset of the shader from the base IOVA
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u32 offset{}; //!< Offset of the shader from the base IOVA
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boost::container::static_vector<u8, MaxShaderBytecodeSize> data; //!< The shader bytecode in a statically allocated vector
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boost::container::static_vector<u8, MaxShaderBytecodeSize> data; //!< The shader bytecode in a statically allocated vector
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std::optional<ShaderCompiler::IR::Program> program;
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std::shared_ptr<ShaderManager::ShaderProgram> program{};
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Shader(ShaderCompiler::Stage stage) : stage(stage) {}
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Shader(ShaderCompiler::Stage stage) : stage(stage) {}
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@ -689,7 +689,7 @@ namespace skyline::gpu::interconnect {
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bool enabled{false};
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bool enabled{false};
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vk::ShaderStageFlagBits vkStage;
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vk::ShaderStageFlagBits vkStage;
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std::variant<ShaderCompiler::IR::Program, std::reference_wrapper<ShaderCompiler::IR::Program>> program; //!< The shader program by value or by reference (VertexA and VertexB shaders when combined will store by value, otherwise only a reference is stored)
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std::shared_ptr<ShaderManager::ShaderProgram> program; //!< The shader program by value or by reference (VertexA and VertexB shaders when combined will store by value, otherwise only a reference is stored)
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bool needsRecompile{}; //!< If the shader needs to be recompiled as runtime information has changed
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bool needsRecompile{}; //!< If the shader needs to be recompiled as runtime information has changed
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ShaderCompiler::VaryingState previousStageStores{};
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ShaderCompiler::VaryingState previousStageStores{};
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@ -817,7 +817,7 @@ namespace skyline::gpu::interconnect {
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shader.program = gpu.shader.ParseGraphicsShader(shader.stage, shader.data, shader.offset, bindlessTextureConstantBufferIndex);
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shader.program = gpu.shader.ParseGraphicsShader(shader.stage, shader.data, shader.offset, bindlessTextureConstantBufferIndex);
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if (shader.stage != ShaderCompiler::Stage::VertexA && shader.stage != ShaderCompiler::Stage::VertexB) {
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if (shader.stage != ShaderCompiler::Stage::VertexA && shader.stage != ShaderCompiler::Stage::VertexB) {
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pipelineStage.program.emplace<std::reference_wrapper<ShaderCompiler::IR::Program>>(*shader.program);
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pipelineStage.program = shader.program;
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} else if (shader.stage == ShaderCompiler::Stage::VertexA) {
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} else if (shader.stage == ShaderCompiler::Stage::VertexA) {
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auto &vertexB{shaders[maxwell3d::ShaderStage::VertexB]};
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auto &vertexB{shaders[maxwell3d::ShaderStage::VertexB]};
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@ -825,15 +825,15 @@ namespace skyline::gpu::interconnect {
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throw exception("Enabling VertexA without VertexB is not supported");
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throw exception("Enabling VertexA without VertexB is not supported");
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else if (!vertexB.invalidated)
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else if (!vertexB.invalidated)
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// If only VertexA is invalidated, we need to recombine here but we can defer it otherwise
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// If only VertexA is invalidated, we need to recombine here but we can defer it otherwise
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pipelineStage.program = gpu.shader.CombineVertexShaders(*shader.program, *vertexB.program, vertexB.data);
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pipelineStage.program = gpu.shader.CombineVertexShaders(shader.program, vertexB.program, vertexB.data);
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} else if (shader.stage == ShaderCompiler::Stage::VertexB) {
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} else if (shader.stage == ShaderCompiler::Stage::VertexB) {
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auto &vertexA{shaders[maxwell3d::ShaderStage::VertexA]};
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auto &vertexA{shaders[maxwell3d::ShaderStage::VertexA]};
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if (vertexA.enabled)
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if (vertexA.enabled)
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// We need to combine the vertex shader stages if VertexA is enabled
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// We need to combine the vertex shader stages if VertexA is enabled
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pipelineStage.program = gpu.shader.CombineVertexShaders(*vertexA.program, *shader.program, shader.data);
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pipelineStage.program = gpu.shader.CombineVertexShaders(vertexA.program, shader.program, shader.data);
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else
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else
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pipelineStage.program.emplace<std::reference_wrapper<ShaderCompiler::IR::Program>>(*shader.program);
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pipelineStage.program = shader.program;
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}
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}
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pipelineStage.enabled = true;
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pipelineStage.enabled = true;
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@ -861,18 +861,14 @@ namespace skyline::gpu::interconnect {
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if (!pipelineStage.enabled)
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if (!pipelineStage.enabled)
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continue;
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continue;
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auto &program{std::visit(VariantVisitor{
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[](ShaderCompiler::IR::Program &program) -> ShaderCompiler::IR::Program & { return program; },
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[](std::reference_wrapper<ShaderCompiler::IR::Program> program) -> ShaderCompiler::IR::Program & { return program.get(); },
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}, pipelineStage.program)};
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if (pipelineStage.needsRecompile || bindings.unified != pipelineStage.bindingBase || pipelineStage.previousStageStores.mask != runtimeInfo.previous_stage_stores.mask) {
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if (pipelineStage.needsRecompile || bindings.unified != pipelineStage.bindingBase || pipelineStage.previousStageStores.mask != runtimeInfo.previous_stage_stores.mask) {
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pipelineStage.previousStageStores = runtimeInfo.previous_stage_stores;
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pipelineStage.previousStageStores = runtimeInfo.previous_stage_stores;
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pipelineStage.bindingBase = bindings.unified;
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pipelineStage.bindingBase = bindings.unified;
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pipelineStage.vkModule = std::make_shared<vk::raii::ShaderModule>(gpu.shader.CompileShader(runtimeInfo, program, bindings));
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pipelineStage.vkModule = std::make_shared<vk::raii::ShaderModule>(gpu.shader.CompileShader(runtimeInfo, pipelineStage.program, bindings));
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pipelineStage.bindingLast = bindings.unified;
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pipelineStage.bindingLast = bindings.unified;
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}
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}
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auto &program{pipelineStage.program->program};
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runtimeInfo.previous_stage_stores = program.info.stores;
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runtimeInfo.previous_stage_stores = program.info.stores;
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if (program.is_geometry_passthrough)
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if (program.is_geometry_passthrough)
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runtimeInfo.previous_stage_stores.mask |= program.info.passthrough.mask;
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runtimeInfo.previous_stage_stores.mask |= program.info.passthrough.mask;
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@ -165,20 +165,24 @@ namespace skyline::gpu {
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}
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}
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};
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};
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Shader::IR::Program ShaderManager::ParseGraphicsShader(Shader::Stage stage, span<u8> binary, u32 baseOffset, u32 bindlessTextureConstantBufferIndex) {
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ShaderManager::DualVertexShaderProgram::DualVertexShaderProgram(Shader::IR::Program ir, std::shared_ptr<ShaderProgram> vertexA, std::shared_ptr<ShaderProgram> vertexB) : ShaderProgram{std::move(ir)}, vertexA(std::move(vertexA)), vertexB(std::move(vertexB)) {}
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std::shared_ptr<ShaderManager::ShaderProgram> ShaderManager::ParseGraphicsShader(Shader::Stage stage, span<u8> binary, u32 baseOffset, u32 bindlessTextureConstantBufferIndex) {
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auto program{std::make_shared<SingleShaderProgram>()};
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GraphicsEnvironment environment{stage, binary, baseOffset, bindlessTextureConstantBufferIndex};
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GraphicsEnvironment environment{stage, binary, baseOffset, bindlessTextureConstantBufferIndex};
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Shader::Maxwell::Flow::CFG cfg(environment, flowBlockPool, Shader::Maxwell::Location{static_cast<u32>(baseOffset + sizeof(Shader::ProgramHeader))});
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Shader::Maxwell::Flow::CFG cfg(environment, program->flowBlockPool, Shader::Maxwell::Location{static_cast<u32>(baseOffset + sizeof(Shader::ProgramHeader))});
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return Shader::Maxwell::TranslateProgram(instPool, blockPool, environment, cfg, hostTranslateInfo);
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program->program = Shader::Maxwell::TranslateProgram(program->instructionPool, program->blockPool, environment, cfg, hostTranslateInfo);
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return program;
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}
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}
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Shader::IR::Program ShaderManager::CombineVertexShaders(Shader::IR::Program &vertexA, Shader::IR::Program &vertexB, span<u8> vertexBBinary) {
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std::shared_ptr<ShaderManager::ShaderProgram> ShaderManager::CombineVertexShaders(const std::shared_ptr<ShaderManager::ShaderProgram> &vertexA, const std::shared_ptr<ShaderManager::ShaderProgram> &vertexB, span<u8> vertexBBinary) {
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VertexBEnvironment vertexBEnvironment{vertexBBinary};
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VertexBEnvironment vertexBEnvironment{vertexBBinary};
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return Shader::Maxwell::MergeDualVertexPrograms(vertexA, vertexB, vertexBEnvironment);
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return std::make_shared<DualVertexShaderProgram>(Shader::Maxwell::MergeDualVertexPrograms(vertexA->program, vertexB->program, vertexBEnvironment), vertexA, vertexB);
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}
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}
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vk::raii::ShaderModule ShaderManager::CompileShader(Shader::RuntimeInfo &runtimeInfo, Shader::IR::Program &program, Shader::Backend::Bindings &bindings) {
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vk::raii::ShaderModule ShaderManager::CompileShader(Shader::RuntimeInfo &runtimeInfo, const std::shared_ptr<ShaderProgram> &program, Shader::Backend::Bindings &bindings) {
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auto spirv{Shader::Backend::SPIRV::EmitSPIRV(profile, runtimeInfo, program, bindings)};
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auto spirv{Shader::Backend::SPIRV::EmitSPIRV(profile, runtimeInfo, program->program, bindings)};
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vk::ShaderModuleCreateInfo createInfo{
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vk::ShaderModuleCreateInfo createInfo{
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.pCode = spirv.data(),
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.pCode = spirv.data(),
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@ -22,22 +22,49 @@ namespace skyline::gpu {
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class ShaderManager {
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class ShaderManager {
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private:
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private:
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GPU &gpu;
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GPU &gpu;
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Shader::ObjectPool<Shader::Maxwell::Flow::Block> flowBlockPool;
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Shader::ObjectPool<Shader::IR::Inst> instPool;
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Shader::ObjectPool<Shader::IR::Block> blockPool;
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Shader::HostTranslateInfo hostTranslateInfo;
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Shader::HostTranslateInfo hostTranslateInfo;
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Shader::Profile profile;
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Shader::Profile profile;
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public:
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struct ShaderProgram {
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Shader::IR::Program program;
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};
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private:
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struct SingleShaderProgram : ShaderProgram {
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Shader::ObjectPool<Shader::Maxwell::Flow::Block> flowBlockPool;
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Shader::ObjectPool<Shader::IR::Inst> instructionPool;
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Shader::ObjectPool<Shader::IR::Block> blockPool;
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SingleShaderProgram() = default;
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SingleShaderProgram(const SingleShaderProgram &) = delete;
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SingleShaderProgram &operator=(const SingleShaderProgram &) = delete;
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};
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struct DualVertexShaderProgram : ShaderProgram {
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std::shared_ptr<ShaderProgram> vertexA;
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std::shared_ptr<ShaderProgram> vertexB;
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DualVertexShaderProgram(Shader::IR::Program program, std::shared_ptr<ShaderProgram> vertexA, std::shared_ptr<ShaderProgram> vertexB);
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DualVertexShaderProgram(const DualVertexShaderProgram &) = delete;
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DualVertexShaderProgram &operator=(const DualVertexShaderProgram &) = delete;
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};
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public:
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public:
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ShaderManager(const DeviceState &state, GPU &gpu);
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ShaderManager(const DeviceState &state, GPU &gpu);
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Shader::IR::Program ParseGraphicsShader(Shader::Stage stage, span<u8> binary, u32 baseOffset, u32 bindlessTextureConstantBufferIndex);
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std::shared_ptr<ShaderManager::ShaderProgram> ParseGraphicsShader(Shader::Stage stage, span <u8> binary, u32 baseOffset, u32 bindlessTextureConstantBufferIndex);
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/**
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/**
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* @brief Combines the VertexA and VertexB shader programs into a single program
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* @brief Combines the VertexA and VertexB shader programs into a single program
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* @note VertexA/VertexB shader programs must be SingleShaderProgram and not DualVertexShaderProgram
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*/
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*/
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static Shader::IR::Program CombineVertexShaders(Shader::IR::Program &vertexA, Shader::IR::Program &vertexB, span<u8> vertexBBinary);
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static std::shared_ptr<ShaderManager::ShaderProgram> CombineVertexShaders(const std::shared_ptr<ShaderProgram> &vertexA, const std::shared_ptr<ShaderProgram> &vertexB, span <u8> vertexBBinary);
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vk::raii::ShaderModule CompileShader(Shader::RuntimeInfo &runtimeInfo, Shader::IR::Program &program, Shader::Backend::Bindings &bindings);
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vk::raii::ShaderModule CompileShader(Shader::RuntimeInfo &runtimeInfo, const std::shared_ptr<ShaderProgram> &program, Shader::Backend::Bindings &bindings);
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};
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};
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}
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}
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