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Fix some shader disposal issues

This commit is contained in:
gdkchan 2020-01-05 13:40:21 -03:00 committed by Thog
parent a11f6f5235
commit 383452f5cf
3 changed files with 17 additions and 19 deletions

View file

@ -737,11 +737,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
GraphicsShader gs = ShaderCache.GetGraphicsShader(state, addresses);
_vsUsesInstanceId = gs.Shaders[0].Program.Info.UsesInstanceId;
_vsUsesInstanceId = gs.Shaders[0]?.Program.Info.UsesInstanceId ?? false;
for (int stage = 0; stage < Constants.ShaderStages; stage++)
{
ShaderProgramInfo info = gs.Shaders[stage].Program?.Info;
ShaderProgramInfo info = gs.Shaders[stage]?.Program.Info;
_currentProgramInfo[stage] = info;

View file

@ -10,7 +10,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Host shader program object.
/// </summary>
public IProgram HostProgram { get; set; }
public IProgram HostProgram { get; }
/// <summary>
/// Cached shader.

View file

@ -73,11 +73,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
CachedShader shader = TranslateComputeShader(gpuVa, sharedMemorySize, localSizeX, localSizeY, localSizeZ);
IShader hostShader = _context.Renderer.CompileShader(shader.Program);
shader.HostShader = _context.Renderer.CompileShader(shader.Program);
IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { hostShader });
ulong address = _context.MemoryManager.Translate(gpuVa);
IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader });
ComputeShader cpShader = new ComputeShader(hostProgram, shader);
@ -140,7 +138,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
{
ShaderProgram program = gpShaders.Shaders[stage].Program;
ShaderProgram program = gpShaders.Shaders[stage]?.Program;
if (program == null)
{
@ -191,11 +189,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
CachedShader shader = gpShaders.Shaders[stage];
if (shader.Code == null)
{
continue;
}
ulong gpuVa = 0;
switch (stage)
@ -224,6 +217,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <returns>True if the code is different, false otherwise</returns>
private bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
{
if (shader == null)
{
return false;
}
for (int index = 0; index < shader.Code.Length; index++)
{
if (_context.MemoryAccessor.ReadInt32(gpuVa + (ulong)index * 4) != shader.Code[index])
@ -299,7 +297,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
if (gpuVa == 0)
{
return new CachedShader(null, null);
return null;
}
int QueryInfo(QueryInfoName info, int index)
@ -370,13 +368,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="program">Graphics shader cached code</param>
private void BackpropQualifiers(GraphicsShader program)
{
ShaderProgram fragmentShader = program.Shaders[4].Program;
ShaderProgram fragmentShader = program.Shaders[4]?.Program;
bool isFirst = true;
for (int stage = 3; stage >= 0; stage--)
{
if (program.Shaders[stage].Program == null)
if (program.Shaders[stage] == null)
{
continue;
}
@ -387,7 +385,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty;
if (isFirst && iq != string.Empty)
if (isFirst && !string.IsNullOrEmpty(iq))
{
program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
}
@ -513,7 +511,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
foreach (ComputeShader shader in list)
{
shader.HostProgram.Dispose();
shader.Shader.HostShader.Dispose();
shader.Shader?.HostShader.Dispose();
}
}
@ -525,7 +523,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
foreach (CachedShader cachedShader in shader.Shaders)
{
cachedShader.HostShader?.Dispose();
cachedShader?.HostShader.Dispose();
}
}
}