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Fix some shader disposal issues
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a11f6f5235
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@ -737,11 +737,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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GraphicsShader gs = ShaderCache.GetGraphicsShader(state, addresses);
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_vsUsesInstanceId = gs.Shaders[0].Program.Info.UsesInstanceId;
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_vsUsesInstanceId = gs.Shaders[0]?.Program.Info.UsesInstanceId ?? false;
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for (int stage = 0; stage < Constants.ShaderStages; stage++)
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{
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ShaderProgramInfo info = gs.Shaders[stage].Program?.Info;
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ShaderProgramInfo info = gs.Shaders[stage]?.Program.Info;
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_currentProgramInfo[stage] = info;
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@ -10,7 +10,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Host shader program object.
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/// </summary>
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public IProgram HostProgram { get; set; }
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public IProgram HostProgram { get; }
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/// <summary>
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/// Cached shader.
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@ -73,11 +73,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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CachedShader shader = TranslateComputeShader(gpuVa, sharedMemorySize, localSizeX, localSizeY, localSizeZ);
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IShader hostShader = _context.Renderer.CompileShader(shader.Program);
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shader.HostShader = _context.Renderer.CompileShader(shader.Program);
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { hostShader });
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ulong address = _context.MemoryManager.Translate(gpuVa);
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader });
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ComputeShader cpShader = new ComputeShader(hostProgram, shader);
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@ -140,7 +138,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
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{
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ShaderProgram program = gpShaders.Shaders[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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@ -191,11 +189,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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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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continue;
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}
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ulong gpuVa = 0;
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switch (stage)
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@ -224,6 +217,11 @@ 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(CachedShader shader, ulong gpuVa)
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{
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if (shader == null)
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{
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return false;
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}
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for (int index = 0; index < shader.Code.Length; index++)
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{
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if (_context.MemoryAccessor.ReadInt32(gpuVa + (ulong)index * 4) != shader.Code[index])
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@ -299,7 +297,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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if (gpuVa == 0)
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{
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return new CachedShader(null, null);
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return null;
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}
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int QueryInfo(QueryInfoName info, int index)
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@ -370,13 +368,13 @@ 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.Shaders[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.Shaders[stage].Program == null)
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if (program.Shaders[stage] == null)
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{
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continue;
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}
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@ -387,7 +385,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty;
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if (isFirst && iq != string.Empty)
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if (isFirst && !string.IsNullOrEmpty(iq))
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{
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program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
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}
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@ -513,7 +511,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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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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shader.Shader?.HostShader.Dispose();
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}
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}
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@ -525,7 +523,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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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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cachedShader?.HostShader.Dispose();
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}
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}
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}
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