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.
This commit is contained in:
PixelyIon 2022-01-13 07:54:52 +05:30
parent e747de37cf
commit 41aad83c33
3 changed files with 52 additions and 25 deletions

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@ -636,7 +636,7 @@ namespace skyline::gpu::interconnect {
bool shouldCheckSame{false}; //!< If we should do a check for the shader being the same as before bool shouldCheckSame{false}; //!< If we should do a check for the shader being the same as before
u32 offset{}; //!< Offset of the shader from the base IOVA u32 offset{}; //!< Offset of the shader from the base IOVA
boost::container::static_vector<u8, MaxShaderBytecodeSize> data; //!< The shader bytecode in a statically allocated vector boost::container::static_vector<u8, MaxShaderBytecodeSize> data; //!< The shader bytecode in a statically allocated vector
std::optional<ShaderCompiler::IR::Program> program; std::shared_ptr<ShaderManager::ShaderProgram> program{};
Shader(ShaderCompiler::Stage stage) : stage(stage) {} Shader(ShaderCompiler::Stage stage) : stage(stage) {}
@ -689,7 +689,7 @@ namespace skyline::gpu::interconnect {
bool enabled{false}; bool enabled{false};
vk::ShaderStageFlagBits vkStage; vk::ShaderStageFlagBits vkStage;
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) 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)
bool needsRecompile{}; //!< If the shader needs to be recompiled as runtime information has changed bool needsRecompile{}; //!< If the shader needs to be recompiled as runtime information has changed
ShaderCompiler::VaryingState previousStageStores{}; ShaderCompiler::VaryingState previousStageStores{};
@ -817,7 +817,7 @@ namespace skyline::gpu::interconnect {
shader.program = gpu.shader.ParseGraphicsShader(shader.stage, shader.data, shader.offset, bindlessTextureConstantBufferIndex); shader.program = gpu.shader.ParseGraphicsShader(shader.stage, shader.data, shader.offset, bindlessTextureConstantBufferIndex);
if (shader.stage != ShaderCompiler::Stage::VertexA && shader.stage != ShaderCompiler::Stage::VertexB) { if (shader.stage != ShaderCompiler::Stage::VertexA && shader.stage != ShaderCompiler::Stage::VertexB) {
pipelineStage.program.emplace<std::reference_wrapper<ShaderCompiler::IR::Program>>(*shader.program); pipelineStage.program = shader.program;
} else if (shader.stage == ShaderCompiler::Stage::VertexA) { } else if (shader.stage == ShaderCompiler::Stage::VertexA) {
auto &vertexB{shaders[maxwell3d::ShaderStage::VertexB]}; auto &vertexB{shaders[maxwell3d::ShaderStage::VertexB]};
@ -825,15 +825,15 @@ namespace skyline::gpu::interconnect {
throw exception("Enabling VertexA without VertexB is not supported"); throw exception("Enabling VertexA without VertexB is not supported");
else if (!vertexB.invalidated) else if (!vertexB.invalidated)
// If only VertexA is invalidated, we need to recombine here but we can defer it otherwise // If only VertexA is invalidated, we need to recombine here but we can defer it otherwise
pipelineStage.program = gpu.shader.CombineVertexShaders(*shader.program, *vertexB.program, vertexB.data); pipelineStage.program = gpu.shader.CombineVertexShaders(shader.program, vertexB.program, vertexB.data);
} else if (shader.stage == ShaderCompiler::Stage::VertexB) { } else if (shader.stage == ShaderCompiler::Stage::VertexB) {
auto &vertexA{shaders[maxwell3d::ShaderStage::VertexA]}; auto &vertexA{shaders[maxwell3d::ShaderStage::VertexA]};
if (vertexA.enabled) if (vertexA.enabled)
// We need to combine the vertex shader stages if VertexA is enabled // We need to combine the vertex shader stages if VertexA is enabled
pipelineStage.program = gpu.shader.CombineVertexShaders(*vertexA.program, *shader.program, shader.data); pipelineStage.program = gpu.shader.CombineVertexShaders(vertexA.program, shader.program, shader.data);
else else
pipelineStage.program.emplace<std::reference_wrapper<ShaderCompiler::IR::Program>>(*shader.program); pipelineStage.program = shader.program;
} }
pipelineStage.enabled = true; pipelineStage.enabled = true;
@ -861,18 +861,14 @@ namespace skyline::gpu::interconnect {
if (!pipelineStage.enabled) if (!pipelineStage.enabled)
continue; continue;
auto &program{std::visit(VariantVisitor{
[](ShaderCompiler::IR::Program &program) -> ShaderCompiler::IR::Program & { return program; },
[](std::reference_wrapper<ShaderCompiler::IR::Program> program) -> ShaderCompiler::IR::Program & { return program.get(); },
}, pipelineStage.program)};
if (pipelineStage.needsRecompile || bindings.unified != pipelineStage.bindingBase || pipelineStage.previousStageStores.mask != runtimeInfo.previous_stage_stores.mask) { if (pipelineStage.needsRecompile || bindings.unified != pipelineStage.bindingBase || pipelineStage.previousStageStores.mask != runtimeInfo.previous_stage_stores.mask) {
pipelineStage.previousStageStores = runtimeInfo.previous_stage_stores; pipelineStage.previousStageStores = runtimeInfo.previous_stage_stores;
pipelineStage.bindingBase = bindings.unified; pipelineStage.bindingBase = bindings.unified;
pipelineStage.vkModule = std::make_shared<vk::raii::ShaderModule>(gpu.shader.CompileShader(runtimeInfo, program, bindings)); pipelineStage.vkModule = std::make_shared<vk::raii::ShaderModule>(gpu.shader.CompileShader(runtimeInfo, pipelineStage.program, bindings));
pipelineStage.bindingLast = bindings.unified; pipelineStage.bindingLast = bindings.unified;
} }
auto &program{pipelineStage.program->program};
runtimeInfo.previous_stage_stores = program.info.stores; runtimeInfo.previous_stage_stores = program.info.stores;
if (program.is_geometry_passthrough) if (program.is_geometry_passthrough)
runtimeInfo.previous_stage_stores.mask |= program.info.passthrough.mask; runtimeInfo.previous_stage_stores.mask |= program.info.passthrough.mask;

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@ -165,20 +165,24 @@ namespace skyline::gpu {
} }
}; };
Shader::IR::Program ShaderManager::ParseGraphicsShader(Shader::Stage stage, span<u8> binary, u32 baseOffset, u32 bindlessTextureConstantBufferIndex) { 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)) {}
std::shared_ptr<ShaderManager::ShaderProgram> ShaderManager::ParseGraphicsShader(Shader::Stage stage, span<u8> binary, u32 baseOffset, u32 bindlessTextureConstantBufferIndex) {
auto program{std::make_shared<SingleShaderProgram>()};
GraphicsEnvironment environment{stage, binary, baseOffset, bindlessTextureConstantBufferIndex}; GraphicsEnvironment environment{stage, binary, baseOffset, bindlessTextureConstantBufferIndex};
Shader::Maxwell::Flow::CFG cfg(environment, flowBlockPool, Shader::Maxwell::Location{static_cast<u32>(baseOffset + sizeof(Shader::ProgramHeader))}); Shader::Maxwell::Flow::CFG cfg(environment, program->flowBlockPool, Shader::Maxwell::Location{static_cast<u32>(baseOffset + sizeof(Shader::ProgramHeader))});
return Shader::Maxwell::TranslateProgram(instPool, blockPool, environment, cfg, hostTranslateInfo); program->program = Shader::Maxwell::TranslateProgram(program->instructionPool, program->blockPool, environment, cfg, hostTranslateInfo);
return program;
} }
Shader::IR::Program ShaderManager::CombineVertexShaders(Shader::IR::Program &vertexA, Shader::IR::Program &vertexB, span<u8> vertexBBinary) { std::shared_ptr<ShaderManager::ShaderProgram> ShaderManager::CombineVertexShaders(const std::shared_ptr<ShaderManager::ShaderProgram> &vertexA, const std::shared_ptr<ShaderManager::ShaderProgram> &vertexB, span<u8> vertexBBinary) {
VertexBEnvironment vertexBEnvironment{vertexBBinary}; VertexBEnvironment vertexBEnvironment{vertexBBinary};
return Shader::Maxwell::MergeDualVertexPrograms(vertexA, vertexB, vertexBEnvironment); return std::make_shared<DualVertexShaderProgram>(Shader::Maxwell::MergeDualVertexPrograms(vertexA->program, vertexB->program, vertexBEnvironment), vertexA, vertexB);
} }
vk::raii::ShaderModule ShaderManager::CompileShader(Shader::RuntimeInfo &runtimeInfo, Shader::IR::Program &program, Shader::Backend::Bindings &bindings) { vk::raii::ShaderModule ShaderManager::CompileShader(Shader::RuntimeInfo &runtimeInfo, const std::shared_ptr<ShaderProgram> &program, Shader::Backend::Bindings &bindings) {
auto spirv{Shader::Backend::SPIRV::EmitSPIRV(profile, runtimeInfo, program, bindings)}; auto spirv{Shader::Backend::SPIRV::EmitSPIRV(profile, runtimeInfo, program->program, bindings)};
vk::ShaderModuleCreateInfo createInfo{ vk::ShaderModuleCreateInfo createInfo{
.pCode = spirv.data(), .pCode = spirv.data(),

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@ -22,22 +22,49 @@ namespace skyline::gpu {
class ShaderManager { class ShaderManager {
private: private:
GPU &gpu; GPU &gpu;
Shader::ObjectPool<Shader::Maxwell::Flow::Block> flowBlockPool;
Shader::ObjectPool<Shader::IR::Inst> instPool;
Shader::ObjectPool<Shader::IR::Block> blockPool;
Shader::HostTranslateInfo hostTranslateInfo; Shader::HostTranslateInfo hostTranslateInfo;
Shader::Profile profile; Shader::Profile profile;
public:
struct ShaderProgram {
Shader::IR::Program program;
};
private:
struct SingleShaderProgram : ShaderProgram {
Shader::ObjectPool<Shader::Maxwell::Flow::Block> flowBlockPool;
Shader::ObjectPool<Shader::IR::Inst> instructionPool;
Shader::ObjectPool<Shader::IR::Block> blockPool;
SingleShaderProgram() = default;
SingleShaderProgram(const SingleShaderProgram &) = delete;
SingleShaderProgram &operator=(const SingleShaderProgram &) = delete;
};
struct DualVertexShaderProgram : ShaderProgram {
std::shared_ptr<ShaderProgram> vertexA;
std::shared_ptr<ShaderProgram> vertexB;
DualVertexShaderProgram(Shader::IR::Program program, std::shared_ptr<ShaderProgram> vertexA, std::shared_ptr<ShaderProgram> vertexB);
DualVertexShaderProgram(const DualVertexShaderProgram &) = delete;
DualVertexShaderProgram &operator=(const DualVertexShaderProgram &) = delete;
};
public: public:
ShaderManager(const DeviceState &state, GPU &gpu); ShaderManager(const DeviceState &state, GPU &gpu);
Shader::IR::Program ParseGraphicsShader(Shader::Stage stage, span<u8> binary, u32 baseOffset, u32 bindlessTextureConstantBufferIndex); std::shared_ptr<ShaderManager::ShaderProgram> ParseGraphicsShader(Shader::Stage stage, span <u8> binary, u32 baseOffset, u32 bindlessTextureConstantBufferIndex);
/** /**
* @brief Combines the VertexA and VertexB shader programs into a single program * @brief Combines the VertexA and VertexB shader programs into a single program
* @note VertexA/VertexB shader programs must be SingleShaderProgram and not DualVertexShaderProgram
*/ */
static Shader::IR::Program CombineVertexShaders(Shader::IR::Program &vertexA, Shader::IR::Program &vertexB, span<u8> vertexBBinary); static std::shared_ptr<ShaderManager::ShaderProgram> CombineVertexShaders(const std::shared_ptr<ShaderProgram> &vertexA, const std::shared_ptr<ShaderProgram> &vertexB, span <u8> vertexBBinary);
vk::raii::ShaderModule CompileShader(Shader::RuntimeInfo &runtimeInfo, Shader::IR::Program &program, Shader::Backend::Bindings &bindings); vk::raii::ShaderModule CompileShader(Shader::RuntimeInfo &runtimeInfo, const std::shared_ptr<ShaderProgram> &program, Shader::Backend::Bindings &bindings);
}; };
} }