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Vulkan: Fix resource leaks present at shutdown and mode changes
Infrequent, but still happened.
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parent
1286c309e3
commit
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@ -46,6 +46,7 @@ FramebufferManager::~FramebufferManager()
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DestroyReadbackRenderPasses();
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DestroyPokeVertexBuffer();
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DestroyPokeShaders();
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}
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bool FramebufferManager::Initialize()
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@ -207,6 +208,12 @@ void FramebufferManager::DestroyEFBRenderPass()
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m_efb_load_render_pass = VK_NULL_HANDLE;
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}
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if (m_efb_clear_render_pass != VK_NULL_HANDLE)
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{
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vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_efb_clear_render_pass, nullptr);
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m_efb_clear_render_pass = VK_NULL_HANDLE;
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}
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if (m_depth_resolve_render_pass != VK_NULL_HANDLE)
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{
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vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_depth_resolve_render_pass, nullptr);
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@ -352,6 +359,18 @@ void FramebufferManager::DestroyEFBFramebuffer()
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m_efb_framebuffer = VK_NULL_HANDLE;
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}
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if (m_efb_convert_framebuffer != VK_NULL_HANDLE)
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{
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vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_efb_convert_framebuffer, nullptr);
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m_efb_convert_framebuffer = VK_NULL_HANDLE;
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}
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if (m_depth_resolve_framebuffer != VK_NULL_HANDLE)
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{
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vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_depth_resolve_framebuffer, nullptr);
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m_depth_resolve_framebuffer = VK_NULL_HANDLE;
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}
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m_efb_color_texture.reset();
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m_efb_convert_color_texture.reset();
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m_efb_depth_texture.reset();
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@ -899,9 +918,15 @@ bool FramebufferManager::CreateReadbackRenderPasses()
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void FramebufferManager::DestroyReadbackRenderPasses()
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{
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if (m_copy_color_render_pass != VK_NULL_HANDLE)
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{
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vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_copy_color_render_pass, nullptr);
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m_copy_color_render_pass = VK_NULL_HANDLE;
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}
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if (m_copy_depth_render_pass != VK_NULL_HANDLE)
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{
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vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_copy_depth_render_pass, nullptr);
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m_copy_depth_render_pass = VK_NULL_HANDLE;
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}
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}
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bool FramebufferManager::CompileReadbackShaders()
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@ -1238,6 +1263,7 @@ bool FramebufferManager::CreatePokeVertexBuffer()
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void FramebufferManager::DestroyPokeVertexBuffer()
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{
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m_poke_vertex_stream_buffer.reset();
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}
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bool FramebufferManager::CompilePokeShaders()
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@ -41,6 +41,9 @@ PaletteTextureConverter::~PaletteTextureConverter()
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if (m_palette_buffer_view != VK_NULL_HANDLE)
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vkDestroyBufferView(g_vulkan_context->GetDevice(), m_palette_buffer_view, nullptr);
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if (m_pipeline_layout != VK_NULL_HANDLE)
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vkDestroyPipelineLayout(g_vulkan_context->GetDevice(), m_pipeline_layout, nullptr);
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if (m_palette_set_layout != VK_NULL_HANDLE)
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vkDestroyDescriptorSetLayout(g_vulkan_context->GetDevice(), m_palette_set_layout, nullptr);
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}
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@ -61,6 +61,8 @@ Renderer::~Renderer()
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{
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g_Config.bRunning = false;
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UpdateActiveConfig();
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DestroyScreenshotResources();
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DestroyShaders();
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DestroySemaphores();
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}
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@ -41,6 +41,7 @@ TextureCache::~TextureCache()
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vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_initialize_render_pass, nullptr);
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if (m_update_render_pass != VK_NULL_HANDLE)
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vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_update_render_pass, nullptr);
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TextureCache::DeleteShaders();
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}
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bool TextureCache::Initialize(StateTracker* state_tracker)
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@ -725,20 +726,25 @@ bool TextureCache::CompileShaders()
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void TextureCache::DeleteShaders()
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{
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auto DestroyShader = [this](VkShaderModule& shader) {
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if (shader != VK_NULL_HANDLE)
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// It is safe to destroy shader modules after they are consumed by creating a pipeline.
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// Therefore, no matter where this function is called from, it won't cause an issue due to
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// pending commands, although at the time of writing should only be called at the end of
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// a frame. See Vulkan spec, section 2.3.1. Object Lifetime.
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if (m_copy_shader != VK_NULL_HANDLE)
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{
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader, nullptr);
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shader = VK_NULL_HANDLE;
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_copy_shader, nullptr);
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m_copy_shader = VK_NULL_HANDLE;
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}
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if (m_efb_color_to_tex_shader != VK_NULL_HANDLE)
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{
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_efb_color_to_tex_shader, nullptr);
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m_efb_color_to_tex_shader = VK_NULL_HANDLE;
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}
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if (m_efb_depth_to_tex_shader != VK_NULL_HANDLE)
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{
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_efb_depth_to_tex_shader, nullptr);
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m_efb_depth_to_tex_shader = VK_NULL_HANDLE;
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}
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};
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// Since this can be called by the base class we need to wait for idle.
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g_command_buffer_mgr->WaitForGPUIdle();
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DestroyShader(m_copy_shader);
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DestroyShader(m_efb_color_to_tex_shader);
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DestroyShader(m_efb_depth_to_tex_shader);
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}
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} // namespace Vulkan
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