Fixed memory leak when deleting Effect

This commit is contained in:
Simon Lübeß
2024-08-24 20:09:22 +02:00
parent b98de9835d
commit ad73abd4ea
10 changed files with 139 additions and 176 deletions
@@ -34,6 +34,7 @@ class ShaderLoader : IProcessedAssetLoader
Try!(stream.TryRead(vsData));
vertexShader = (VertexShader)Try!(Shader.CreateFromBlob(vsData, .Vertex));
effect.[Friend]VertexShader = vertexShader;
}
if (psDataSize > 0)
@@ -42,6 +43,7 @@ class ShaderLoader : IProcessedAssetLoader
Try!(stream.TryRead(psData));
pixelShader = (PixelShader)Try!(Shader.CreateFromBlob(psData, .Pixel));
effect.[Friend]PixelShader = pixelShader;
}
uint16 textureCount = Try!(stream.Read<uint16>());
@@ -76,6 +78,14 @@ class ShaderLoader : IProcessedAssetLoader
uint16 bufferCount = Try!(stream.Read<uint16>());
for (int i < bufferCount)
{
Try!(LoadBuffer(stream, effect));
}
return effect;
}
private static Result<void> LoadBuffer(Stream stream, Effect effect)
{
int64 bufferSize = Try!(stream.Read<int64>());
@@ -99,11 +109,10 @@ class ShaderLoader : IProcessedAssetLoader
//effect.[Friend]_engineBuffers.Add()
}
using (ConstantBuffer buffer = new ConstantBuffer(bufferName, bufferSize))
{
uint16 variableCount = Try!(stream.Read<uint16>());
ConstantBuffer buffer = new ConstantBuffer(bufferName, bufferSize);
defer buffer.ReleaseRef();
for (int v < variableCount)
{
uint64 variableOffset = Try!(stream.Read<uint64>());
@@ -126,10 +135,10 @@ class ShaderLoader : IProcessedAssetLoader
Try!(buffer.Update());
if (vertexShaderBindPoint != -1)
vertexShader.Buffers.Add(vertexShaderBindPoint, buffer.Name, buffer);
effect.VertexShader.Buffers.Add(vertexShaderBindPoint, buffer.Name, buffer);
if (pixelShaderBindPoint != -1)
pixelShader.Buffers.Add(pixelShaderBindPoint, buffer.Name, buffer);
effect.PixelShader.Buffers.Add(pixelShaderBindPoint, buffer.Name, buffer);
// TODO: Allow binding buffers to different indices? Does this theoretically work with textures?
let tempBindPoint = (vertexShaderBindPoint != -1) ? vertexShaderBindPoint : pixelShaderBindPoint;
@@ -141,9 +150,6 @@ class ShaderLoader : IProcessedAssetLoader
}
}
effect.[Friend]VertexShader = vertexShader;
effect.[Friend]PixelShader = pixelShader;
return effect;
return .Ok;
}
}
@@ -8,18 +8,17 @@ namespace GlitchyEngine.Renderer
{
extension BufferCollection
{
public static override int MaxBufferSlotCount => DirectX.D3D11.D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
internal ID3D11Buffer*[DirectX.D3D11.D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT] nativeBuffers;
internal void PlatformFetchNativeBuffers()
{
Debug.Profiler.ProfileRendererFunction!();
// Clear
nativeBuffers = .();
for(let buffer in _buffers)
{
nativeBuffers[buffer.Index] = buffer.Buffer.nativeBuffer;
nativeBuffers[@buffer] = buffer.Buffer?.nativeBuffer;
}
}
}
@@ -334,10 +334,7 @@ namespace GlitchyEngine.Renderer
_ps_FirstTexture = _firstTexture;
_ps_BoundTextures = _textureCount;
for (var buffer in shader?.Buffers)
{
_psBuffers[buffer.Index] = buffer.Buffer.nativeBuffer;
}
_psBuffers = shader.Buffers.nativeBuffers;
//NativeContext.PixelShader.SetConstantBuffers(0, shader.Buffers.nativeBuffers.Count, &shader.Buffers.nativeBuffers);
@@ -352,10 +349,7 @@ namespace GlitchyEngine.Renderer
NativeContext.VertexShader.SetSamplers(_firstTexture, _textureCount, &_samplers[_firstTexture]);
}
for (var buffer in shader?.Buffers)
{
_vsBuffers[buffer.Index] = buffer.Buffer.nativeBuffer;
}
_vsBuffers = shader.Buffers.nativeBuffers;
//NativeContext.VertexShader.SetConstantBuffers(0, shader.Buffers.nativeBuffers.Count, &shader.Buffers.nativeBuffers);
+27 -51
View File
@@ -4,14 +4,15 @@ using GlitchyEngine.Core;
namespace GlitchyEngine.Renderer
{
public class BufferCollection : RefCounter, IEnumerable<(String Name, int Index, Buffer Buffer)>
public class BufferCollection : RefCounter, IEnumerable<(String Name, Buffer Buffer)>
{
public typealias BufferEntry = (String Name, int Index, Buffer Buffer);
public static extern int MaxBufferSlotCount { get; }
List<BufferEntry> _buffers ~ DeleteBufferEntries!(_);
public typealias BufferEntry = (String Name, Buffer Buffer);
Dictionary<String, BufferEntry*> _strToBuf ~ delete _; //delete:append _;
Dictionary<int, BufferEntry*> _idxToBuf ~ delete _; //delete:append _;
BufferEntry[] _buffers ~ DeleteBufferEntries!(_);
Dictionary<StringView, BufferEntry*> _strToBuf ~ delete _;
[AllowAppend]
public this()
@@ -19,13 +20,11 @@ namespace GlitchyEngine.Renderer
Debug.Profiler.ProfileResourceFunction!();
// Todo: append allocate as soon as it's fixed
let buffers = new List<BufferEntry>();
let strToBuf = new Dictionary<String, BufferEntry*>();
let idxToBuf = new Dictionary<int, BufferEntry*>();
let buffers = new BufferEntry[MaxBufferSlotCount];
let strToBuf = new Dictionary<StringView, BufferEntry*>();
_buffers = buffers;
_strToBuf = strToBuf;
_idxToBuf = idxToBuf;
}
public ~this()
@@ -33,7 +32,7 @@ namespace GlitchyEngine.Renderer
Debug.Profiler.ProfileResourceFunction!();
}
mixin DeleteBufferEntries(List<BufferEntry> entries)
mixin DeleteBufferEntries(BufferEntry[] entries)
{
if(entries == null)
return;
@@ -41,13 +40,13 @@ namespace GlitchyEngine.Renderer
for(let entry in entries)
{
delete entry.Name;
entry.Buffer.ReleaseRef();
entry.Buffer?.ReleaseRef();
}
delete entries;
}
public Buffer this[int idx] => _idxToBuf[idx].Buffer;
public Buffer this[int slot] => _buffers[slot].Buffer;
public Buffer this[String name] => _strToBuf[name].Buffer;
public Buffer TryGetBuffer(String name)
@@ -55,15 +54,13 @@ namespace GlitchyEngine.Renderer
return TryGetBufferEntry(name)?.Buffer;
}
public Buffer TryGetBuffer(int index)
public Buffer TryGetBuffer(int slot)
{
return TryGetBufferEntry(index)?.Buffer;
return TryGetBufferEntry(slot)?.Buffer;
}
public BufferEntry* TryGetBufferEntry(String name)
{
Debug.Profiler.ProfileResourceFunction!();
if(_strToBuf.TryGetValue(name, let buffer))
{
return buffer;
@@ -72,16 +69,12 @@ namespace GlitchyEngine.Renderer
return null;
}
public BufferEntry* TryGetBufferEntry(int index)
public BufferEntry* TryGetBufferEntry(int slot)
{
Debug.Profiler.ProfileResourceFunction!();
if(_idxToBuf.TryGetValue(index, let buffer))
{
return buffer;
}
if (slot < 0 || slot >= _buffers.Count)
return null;
return &_buffers[slot];
}
/**
@@ -90,18 +83,12 @@ namespace GlitchyEngine.Renderer
* @param buffer The new buffer.
* @returns True, if the buffer was replaced successfully; false, otherwise.
*/
public bool TryReplaceBuffer(int idx, Buffer buffer)
public bool TryReplaceBuffer(int slot, Buffer buffer)
{
Debug.Profiler.ProfileResourceFunction!();
if(_idxToBuf.TryGetValue(idx, let bufferEntry))
BufferEntry* bufferEntry = TryGetBufferEntry(slot);
if(bufferEntry != null)
{
Log.EngineLogger.Assert(idx == bufferEntry.Index);
bufferEntry.Buffer.ReleaseRef();
buffer.AddRef();
bufferEntry.Buffer = buffer;
SetReference!(bufferEntry.Buffer, buffer);
return true;
}
@@ -119,8 +106,6 @@ namespace GlitchyEngine.Renderer
*/
public bool TryReplaceBuffer(String name, Buffer buffer)
{
Debug.Profiler.ProfileResourceFunction!();
if(_strToBuf.TryGetValue(name, let bufferEntry))
{
Log.EngineLogger.AssertDebug(name == bufferEntry.Name);
@@ -135,23 +120,14 @@ namespace GlitchyEngine.Renderer
}
}
public void Add(int index, String name, Buffer buffer)
public void Add(int slot, StringView name, Buffer buffer)
{
Add((name, index, buffer));
}
ref BufferEntry bufferEntry = ref _buffers[slot];
public void Add(BufferEntry entry)
{
Debug.Profiler.ProfileResourceFunction!();
SetReference!(bufferEntry.Buffer, buffer);
String.NewOrSet!(bufferEntry.Name, name);
BufferEntry copy = (new String(entry.Name), entry.Index, entry.Buffer..AddRef());
_buffers.Add(copy);
BufferEntry* copyRef = &_buffers.Back;
_strToBuf.Add(copy.Name, copyRef);
_idxToBuf.Add(copy.Index, copyRef);
_strToBuf.Add(bufferEntry.Name, &bufferEntry);
}
/**
@@ -196,7 +172,7 @@ namespace GlitchyEngine.Renderer
return null;
}
public List<BufferEntry>.Enumerator GetEnumerator()
public Span<BufferEntry>.Enumerator GetEnumerator()
{
return _buffers.GetEnumerator();
}
+1 -1
View File
@@ -41,7 +41,7 @@ namespace GlitchyEngine.Renderer
public this(StringView name, ConstantBuffer constantBuffer, ShaderVariableType type, uint32 columns, uint32 rows, uint32 offset, uint32 sizeInBytes, uint32 elements, bool isUsed)
{
_name = new String(name);
_constantBuffer = constantBuffer..AddRef();
_constantBuffer = constantBuffer; // Only hold a weak reference. This variable has to die with the buffer
_type = type;
_columns = columns;
_rows = rows;
@@ -0,0 +1,55 @@
using System;
using System.Collections;
namespace GlitchyEngine.Renderer;
public class BufferVariableCollection : IEnumerable<BufferVariable>
{
protected bool _ownsVariables = true;
protected List<BufferVariable> _variables = new .();
protected Dictionary<String, BufferVariable> _nameToVariable = new .() ~ delete _;
public this(bool ownsVariables = true)
{
_ownsVariables = ownsVariables;
}
public ~this()
{
if(_ownsVariables)
DeleteContainerAndItems!(_variables);
else
delete _variables;
}
public void Add(BufferVariable ownVariable)
{
_variables.Add(ownVariable);
_nameToVariable.Add(ownVariable.Name, ownVariable);
}
public bool TryAdd(BufferVariable ownVariable)
{
if(_nameToVariable.TryAdd(ownVariable.Name, ownVariable))
{
_variables.Add(ownVariable);
return true;
}
else
{
return false;
}
}
public bool TryGetVariable(String name, out BufferVariable variable)
{
return _nameToVariable.TryGetValue(name, out variable);
}
public BufferVariable this[String name] => _nameToVariable[name];
public List<BufferVariable>.Enumerator GetEnumerator()
{
return _variables.GetEnumerator();
}
}
+1 -53
View File
@@ -1,63 +1,11 @@
using DirectX.D3D11Shader;
using System;
using System.Collections;
using GlitchyEngine.Math;
using DirectX.D3D11Shader;
using internal GlitchyEngine.Renderer;
namespace GlitchyEngine.Renderer
{
public class BufferVariableCollection : IEnumerable<BufferVariable>
{
protected bool _ownsVariables = true;
protected List<BufferVariable> _variables = new .();
protected Dictionary<String, BufferVariable> _nameToVariable = new .() ~ delete _;
public this(bool ownsVariables = true)
{
_ownsVariables = ownsVariables;
}
public ~this()
{
if(_ownsVariables)
DeleteContainerAndItems!(_variables);
else
delete _variables;
}
public void Add(BufferVariable ownVariable)
{
_variables.Add(ownVariable);
_nameToVariable.Add(ownVariable.Name, ownVariable);
}
public bool TryAdd(BufferVariable ownVariable)
{
if(_nameToVariable.TryAdd(ownVariable.Name, ownVariable))
{
_variables.Add(ownVariable);
return true;
}
else
{
return false;
}
}
public bool TryGetVariable(String name, out BufferVariable variable)
{
return _nameToVariable.TryGetValue(name, out variable);
}
public BufferVariable this[String name] => _nameToVariable[name];
public List<BufferVariable>.Enumerator GetEnumerator()
{
return _variables.GetEnumerator();
}
}
public class ConstantBuffer : Buffer
{
protected String _name ~ delete _;
-13
View File
@@ -7,18 +7,6 @@ using GlitchyEngine.Content;
namespace GlitchyEngine.Renderer;
public enum TextureDimension
{
Unknown,
Texture1D,
Texture2D,
Texture3D,
TextureCube,
Texture1DArray,
Texture2DArray,
TextureCubeArray
}
public class Effect : Asset
{
internal VertexShader _vs ~ _?.ReleaseRef();
@@ -43,7 +31,6 @@ public class Effect : Asset
delete _;
};
protected Dictionary<String, String> _engineBuffers = new .() ~ DeleteDictionaryAndKeysAndValues!(_);
BufferCollection _bufferCollection ~ _.ReleaseRef();
+1 -16
View File
@@ -6,20 +6,6 @@ using GlitchyEngine.Content;
namespace GlitchyEngine.Renderer
{
public struct ShaderDefine
{
public String Name;
public String Definition;
public this() => this = default;
public this(String name, String definition)
{
Name = name;
Definition = definition;
}
}
public enum ShaderType
{
Unknown,
@@ -28,8 +14,7 @@ namespace GlitchyEngine.Renderer
}
// TODO: We may not even need the distinction between shader types anymore (maybe just as an enum)
public abstract class
Shader : RefCounter
public abstract class Shader : RefCounter
{
protected internal BufferCollection _buffers ~ _.ReleaseRef();//:append _;
@@ -0,0 +1,13 @@
namespace GlitchyEngine.Renderer;
public enum TextureDimension
{
Unknown,
Texture1D,
Texture2D,
Texture3D,
TextureCube,
Texture1DArray,
Texture2DArray,
TextureCubeArray
}