GL: Fix shader/memory leak

This commit is contained in:
Stenzek 2023-04-10 23:50:09 +10:00
parent 3bbce19df2
commit fd0d12a4f4
6 changed files with 83 additions and 119 deletions

View file

@ -84,43 +84,41 @@ void Program::ResetLastProgram()
s_last_program_id = 0;
}
bool Program::Compile(const std::string_view vertex_shader, const std::string_view geometry_shader,
const std::string_view fragment_shader)
bool Program::Compile(const std::string_view vertex_shader,const std::string_view fragment_shader)
{
GLuint vertex_shader_id = 0;
if (m_vertex_shader_id != 0)
{
glDeleteShader(m_vertex_shader_id);
m_vertex_shader_id = 0;
}
if (m_fragment_shader_id != 0)
{
glDeleteShader(m_fragment_shader_id);
m_fragment_shader_id = 0;
}
if (!vertex_shader.empty())
{
vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
if (vertex_shader_id == 0)
m_vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
if (m_vertex_shader_id == 0)
return false;
}
GLuint geometry_shader_id = 0;
if (!geometry_shader.empty())
{
geometry_shader_id = CompileShader(GL_GEOMETRY_SHADER, geometry_shader);
if (geometry_shader_id == 0)
return false;
}
GLuint fragment_shader_id = 0;
if (!fragment_shader.empty())
{
fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
if (fragment_shader_id == 0)
m_fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
if (m_fragment_shader_id == 0)
{
glDeleteShader(vertex_shader_id);
glDeleteShader(m_fragment_shader_id);
return false;
}
}
m_program_id = glCreateProgram();
if (vertex_shader_id != 0)
glAttachShader(m_program_id, vertex_shader_id);
if (geometry_shader_id != 0)
glAttachShader(m_program_id, geometry_shader_id);
if (fragment_shader_id != 0)
glAttachShader(m_program_id, fragment_shader_id);
if (m_vertex_shader_id != 0)
glAttachShader(m_program_id, m_vertex_shader_id);
if (m_fragment_shader_id != 0)
glAttachShader(m_program_id, m_fragment_shader_id);
return true;
}

View file

@ -22,8 +22,7 @@ public:
bool IsVaild() const { return m_program_id != 0; }
bool IsBound() const { return s_last_program_id == m_program_id; }
bool Compile(const std::string_view vertex_shader, const std::string_view geometry_shader,
const std::string_view fragment_shader);
bool Compile(const std::string_view vertex_shader, const std::string_view fragment_shader);
bool CreateFromBinary(const void* data, u32 data_length, u32 data_format);

View file

@ -9,8 +9,6 @@
#include "../string_util.h"
Log_SetChannel(GL::ShaderCache);
namespace GL {
#pragma pack(push, 1)
struct CacheIndexEntry
{
@ -29,34 +27,30 @@ struct CacheIndexEntry
};
#pragma pack(pop)
ShaderCache::ShaderCache() = default;
GL::ShaderCache::ShaderCache() = default;
ShaderCache::~ShaderCache()
GL::ShaderCache::~ShaderCache()
{
Close();
}
bool ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
bool GL::ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
{
return (
vertex_source_hash_low == key.vertex_source_hash_low && vertex_source_hash_high == key.vertex_source_hash_high &&
vertex_source_length == key.vertex_source_length && geometry_source_hash_low == key.geometry_source_hash_low &&
geometry_source_hash_high == key.geometry_source_hash_high &&
geometry_source_length == key.geometry_source_length && fragment_source_hash_low == key.fragment_source_hash_low &&
vertex_source_length == key.vertex_source_length && fragment_source_hash_low == key.fragment_source_hash_low &&
fragment_source_hash_high == key.fragment_source_hash_high && fragment_source_length == key.fragment_source_length);
}
bool ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
bool GL::ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
{
return (
vertex_source_hash_low != key.vertex_source_hash_low || vertex_source_hash_high != key.vertex_source_hash_high ||
vertex_source_length != key.vertex_source_length || geometry_source_hash_low != key.geometry_source_hash_low ||
geometry_source_hash_high != key.geometry_source_hash_high ||
geometry_source_length != key.geometry_source_length || fragment_source_hash_low != key.fragment_source_hash_low ||
vertex_source_length != key.vertex_source_length || fragment_source_hash_low != key.fragment_source_hash_low ||
fragment_source_hash_high != key.fragment_source_hash_high || fragment_source_length != key.fragment_source_length);
}
void ShaderCache::Open(bool is_gles, std::string_view base_path, u32 version)
void GL::ShaderCache::Open(bool is_gles, std::string_view base_path, u32 version)
{
m_base_path = base_path;
m_version = version;
@ -87,7 +81,7 @@ void ShaderCache::Open(bool is_gles, std::string_view base_path, u32 version)
}
}
bool ShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename)
bool GL::ShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename)
{
if (FileSystem::FileExists(index_filename.c_str()))
{
@ -131,7 +125,7 @@ bool ShaderCache::CreateNew(const std::string& index_filename, const std::string
return true;
}
bool ShaderCache::ReadExisting(const std::string& index_filename, const std::string& blob_filename)
bool GL::ShaderCache::ReadExisting(const std::string& index_filename, const std::string& blob_filename)
{
m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "r+b");
if (!m_index_file)
@ -178,10 +172,9 @@ bool ShaderCache::ReadExisting(const std::string& index_filename, const std::str
return false;
}
const CacheIndexKey key{
entry.vertex_source_hash_low, entry.vertex_source_hash_high, entry.vertex_source_length,
entry.geometry_source_hash_low, entry.geometry_source_hash_high, entry.geometry_source_length,
entry.fragment_source_hash_low, entry.fragment_source_hash_high, entry.fragment_source_length};
const CacheIndexKey key{entry.vertex_source_hash_low, entry.vertex_source_hash_high,
entry.vertex_source_length, entry.fragment_source_hash_low,
entry.fragment_source_hash_high, entry.fragment_source_length};
const CacheIndexData data{entry.file_offset, entry.blob_size, entry.blob_format};
m_index.emplace(key, data);
}
@ -190,7 +183,7 @@ bool ShaderCache::ReadExisting(const std::string& index_filename, const std::str
return true;
}
void ShaderCache::Close()
void GL::ShaderCache::Close()
{
m_index.clear();
if (m_index_file)
@ -199,7 +192,7 @@ void ShaderCache::Close()
std::fclose(m_blob_file);
}
bool ShaderCache::Recreate()
bool GL::ShaderCache::Recreate()
{
Close();
@ -209,9 +202,8 @@ bool ShaderCache::Recreate()
return CreateNew(index_filename, blob_filename);
}
ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vertex_shader,
const std::string_view& geometry_shader,
const std::string_view& fragment_shader)
GL::ShaderCache::CacheIndexKey GL::ShaderCache::GetCacheKey(const std::string_view& vertex_shader,
const std::string_view& fragment_shader)
{
union ShaderHash
{
@ -224,7 +216,6 @@ ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vert
};
ShaderHash vertex_hash = {};
ShaderHash geometry_hash = {};
ShaderHash fragment_hash = {};
MD5Digest digest;
@ -234,13 +225,6 @@ ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vert
digest.Final(vertex_hash.bytes);
}
if (!geometry_shader.empty())
{
digest.Reset();
digest.Update(geometry_shader.data(), static_cast<u32>(geometry_shader.length()));
digest.Final(geometry_hash.bytes);
}
if (!fragment_shader.empty())
{
digest.Reset();
@ -249,31 +233,30 @@ ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vert
}
return CacheIndexKey{vertex_hash.low, vertex_hash.high, static_cast<u32>(vertex_shader.length()),
geometry_hash.low, geometry_hash.high, static_cast<u32>(geometry_shader.length()),
fragment_hash.low, fragment_hash.high, static_cast<u32>(fragment_shader.length())};
}
std::string ShaderCache::GetIndexFileName() const
std::string GL::ShaderCache::GetIndexFileName() const
{
return Path::Combine(m_base_path, "gl_programs.idx");
}
std::string ShaderCache::GetBlobFileName() const
std::string GL::ShaderCache::GetBlobFileName() const
{
return Path::Combine(m_base_path, "gl_programs.bin");
}
std::optional<Program> ShaderCache::GetProgram(const std::string_view vertex_shader,
const std::string_view geometry_shader,
const std::string_view fragment_shader, const PreLinkCallback& callback)
std::optional<GL::Program> GL::ShaderCache::GetProgram(const std::string_view vertex_shader,
const std::string_view fragment_shader,
const PreLinkCallback& callback)
{
if (!m_program_binary_supported || !m_blob_file)
return CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, false);
return CompileProgram(vertex_shader, fragment_shader, callback, false);
const auto key = GetCacheKey(vertex_shader, geometry_shader, fragment_shader);
const auto key = GetCacheKey(vertex_shader, fragment_shader);
auto iter = m_index.find(key);
if (iter == m_index.end())
return CompileAndAddProgram(key, vertex_shader, geometry_shader, fragment_shader, callback);
return CompileAndAddProgram(key, vertex_shader, fragment_shader, callback);
std::vector<u8> data(iter->second.blob_size);
if (std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 ||
@ -290,18 +273,17 @@ std::optional<Program> ShaderCache::GetProgram(const std::string_view vertex_sha
Log_WarningPrintf(
"Failed to create program from binary, this may be due to a driver or GPU Change. Recreating cache.");
if (!Recreate())
return CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, false);
return CompileProgram(vertex_shader, fragment_shader, callback, false);
else
return CompileAndAddProgram(key, vertex_shader, geometry_shader, fragment_shader, callback);
return CompileAndAddProgram(key, vertex_shader, fragment_shader, callback);
}
std::optional<Program> ShaderCache::CompileProgram(const std::string_view& vertex_shader,
const std::string_view& geometry_shader,
const std::string_view& fragment_shader,
const PreLinkCallback& callback, bool set_retrievable)
std::optional<GL::Program> GL::ShaderCache::CompileProgram(const std::string_view& vertex_shader,
const std::string_view& fragment_shader,
const PreLinkCallback& callback, bool set_retrievable)
{
Program prog;
if (!prog.Compile(vertex_shader, geometry_shader, fragment_shader))
if (!prog.Compile(vertex_shader, fragment_shader))
return std::nullopt;
if (callback)
@ -316,13 +298,12 @@ std::optional<Program> ShaderCache::CompileProgram(const std::string_view& verte
return std::optional<Program>(std::move(prog));
}
std::optional<Program> ShaderCache::CompileAndAddProgram(const CacheIndexKey& key,
const std::string_view& vertex_shader,
const std::string_view& geometry_shader,
const std::string_view& fragment_shader,
const PreLinkCallback& callback)
std::optional<GL::Program> GL::ShaderCache::CompileAndAddProgram(const CacheIndexKey& key,
const std::string_view& vertex_shader,
const std::string_view& fragment_shader,
const PreLinkCallback& callback)
{
std::optional<Program> prog = CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, true);
std::optional<Program> prog = CompileProgram(vertex_shader, fragment_shader, callback, true);
if (!prog)
return std::nullopt;
@ -343,9 +324,6 @@ std::optional<Program> ShaderCache::CompileAndAddProgram(const CacheIndexKey& ke
entry.vertex_source_hash_low = key.vertex_source_hash_low;
entry.vertex_source_hash_high = key.vertex_source_hash_high;
entry.vertex_source_length = key.vertex_source_length;
entry.geometry_source_hash_low = key.geometry_source_hash_low;
entry.geometry_source_hash_high = key.geometry_source_hash_high;
entry.geometry_source_length = key.geometry_source_length;
entry.fragment_source_hash_low = key.fragment_source_hash_low;
entry.fragment_source_hash_high = key.fragment_source_hash_high;
entry.fragment_source_length = key.fragment_source_length;
@ -364,5 +342,3 @@ std::optional<Program> ShaderCache::CompileAndAddProgram(const CacheIndexKey& ke
m_index.emplace(key, data);
return prog;
}
} // namespace GL

View file

@ -25,20 +25,17 @@ public:
void Open(bool is_gles, std::string_view base_path, u32 version);
std::optional<Program> GetProgram(const std::string_view vertex_shader, const std::string_view geometry_shader,
const std::string_view fragment_shader, const PreLinkCallback& callback = {});
std::optional<Program> GetProgram(const std::string_view vertex_shader, const std::string_view fragment_shader,
const PreLinkCallback& callback = {});
private:
static constexpr u32 FILE_VERSION = 3;
static constexpr u32 FILE_VERSION = 4;
struct CacheIndexKey
{
u64 vertex_source_hash_low;
u64 vertex_source_hash_high;
u32 vertex_source_length;
u64 geometry_source_hash_low;
u64 geometry_source_hash_high;
u32 geometry_source_length;
u64 fragment_source_hash_low;
u64 fragment_source_hash_high;
u32 fragment_source_length;
@ -53,7 +50,6 @@ private:
{
std::size_t h = 0;
hash_combine(h, e.vertex_source_hash_low, e.vertex_source_hash_high, e.vertex_source_length,
e.geometry_source_hash_low, e.geometry_source_hash_high, e.geometry_source_length,
e.fragment_source_hash_low, e.fragment_source_hash_high, e.fragment_source_length);
return h;
}
@ -68,8 +64,7 @@ private:
using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
static CacheIndexKey GetCacheKey(const std::string_view& vertex_shader, const std::string_view& geometry_shader,
const std::string_view& fragment_shader);
static CacheIndexKey GetCacheKey(const std::string_view& vertex_shader, const std::string_view& fragment_shader);
std::string GetIndexFileName() const;
std::string GetBlobFileName() const;
@ -79,11 +74,9 @@ private:
void Close();
bool Recreate();
std::optional<Program> CompileProgram(const std::string_view& vertex_shader, const std::string_view& geometry_shader,
const std::string_view& fragment_shader, const PreLinkCallback& callback,
bool set_retrievable);
std::optional<Program> CompileProgram(const std::string_view& vertex_shader, const std::string_view& fragment_shader,
const PreLinkCallback& callback, bool set_retrievable);
std::optional<Program> CompileAndAddProgram(const CacheIndexKey& key, const std::string_view& vertex_shader,
const std::string_view& geometry_shader,
const std::string_view& fragment_shader, const PreLinkCallback& callback);
std::string m_base_path;

View file

@ -541,7 +541,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
}
};
std::optional<GL::Program> prog = shader_cache.GetProgram(batch_vs, {}, fs, link_callback);
std::optional<GL::Program> prog = shader_cache.GetProgram(batch_vs, fs, link_callback);
if (!prog)
return false;
@ -571,11 +571,10 @@ bool GPU_HW_OpenGL::CompilePrograms()
const std::string fs = shadergen.GenerateDisplayFragmentShader(
ConvertToBoolUnchecked(depth_24bit), static_cast<InterlacedRenderMode>(interlaced), m_chroma_smoothing);
std::optional<GL::Program> prog =
shader_cache.GetProgram(vs, {}, fs, [this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout)
prog.BindFragData(0, "o_col0");
});
std::optional<GL::Program> prog = shader_cache.GetProgram(vs, fs, [this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout)
prog.BindFragData(0, "o_col0");
});
if (!prog)
return false;
@ -595,7 +594,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
for (u8 interlaced = 0; interlaced < 2; interlaced++)
{
std::optional<GL::Program> prog = shader_cache.GetProgram(
shadergen.GenerateScreenQuadVertexShader(), {},
shadergen.GenerateScreenQuadVertexShader(),
shadergen.GenerateVRAMFillFragmentShader(ConvertToBoolUnchecked(wrapped), ConvertToBoolUnchecked(interlaced)),
[this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout)
@ -613,7 +612,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
}
std::optional<GL::Program> prog =
shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, shadergen.GenerateVRAMReadFragmentShader(),
shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), shadergen.GenerateVRAMReadFragmentShader(),
[this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout)
prog.BindFragData(0, "o_col0");
@ -630,12 +629,11 @@ bool GPU_HW_OpenGL::CompilePrograms()
m_vram_read_program = std::move(*prog);
progress.Increment();
prog =
shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, shadergen.GenerateVRAMCopyFragmentShader(),
[this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout)
prog.BindFragData(0, "o_col0");
});
prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), shadergen.GenerateVRAMCopyFragmentShader(),
[this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout)
prog.BindFragData(0, "o_col0");
});
if (!prog)
return false;
@ -648,7 +646,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
m_vram_copy_program = std::move(*prog);
progress.Increment();
prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
shadergen.GenerateVRAMUpdateDepthFragmentShader());
if (!prog)
return false;
@ -660,7 +658,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
if (m_use_texture_buffer_for_vram_writes || m_use_ssbo_for_vram_writes)
{
prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
shadergen.GenerateVRAMWriteFragmentShader(m_use_ssbo_for_vram_writes),
[this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout)
@ -682,7 +680,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
if (m_downsample_mode == GPUDownsampleMode::Box)
{
prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
shadergen.GenerateBoxSampleDownsampleFragmentShader(),
[this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout)

View file

@ -490,9 +490,9 @@ void main()
}
)";
if (!m_display_program.Compile(GetGLSLVersionHeader() + fullscreen_quad_vertex_shader, {},
if (!m_display_program.Compile(GetGLSLVersionHeader() + fullscreen_quad_vertex_shader,
GetGLSLVersionHeader() + display_fragment_shader) ||
!m_cursor_program.Compile(GetGLSLVersionHeader() + fullscreen_quad_vertex_shader, {},
!m_cursor_program.Compile(GetGLSLVersionHeader() + fullscreen_quad_vertex_shader,
GetGLSLVersionHeader() + cursor_fragment_shader))
{
Log_ErrorPrintf("Failed to compile display shaders");
@ -586,8 +586,8 @@ void main()
}
)";
if (!m_display_program.Compile(fullscreen_quad_vertex_shader, {}, display_fragment_shader) ||
!m_cursor_program.Compile(fullscreen_quad_vertex_shader, {}, cursor_fragment_shader))
if (!m_display_program.Compile(fullscreen_quad_vertex_shader, display_fragment_shader) ||
!m_cursor_program.Compile(fullscreen_quad_vertex_shader, cursor_fragment_shader))
{
Log_ErrorPrintf("Failed to compile display shaders");
return false;
@ -879,7 +879,7 @@ bool OpenGLHostDisplay::SetPostProcessingChain(const std::string_view& config)
PostProcessingStage stage;
stage.uniforms_size = shader.GetUniformsSize();
if (!stage.program.Compile(vs, {}, ps))
if (!stage.program.Compile(vs, ps))
{
Log_InfoPrintf("Failed to compile post-processing program, disabling.");
m_post_processing_stages.clear();