iris: Delete shader variants when deleting the API-facing shader

We were space-leaking iris_compiled_shader objects, leaving them around
basically forever - long after the associated iris_uncompiled_shader was
deleted.  Perhaps even more importantly, this left the BO containing the
assembly referenced, meaning those were never reclaimed either.  For
long running applications, this can leak quite a bit of memory.

Now, when freeing iris_uncompiled_shader, we hunt down any associated
iris_compiled_shader objects and pitch those (and their BO) as well.

One issue is that the shader variants can still be bound, because we
haven't done a draw that updates the compiled shaders yet.  This can
cause issues because state changes want to look at the old program to
know what to flag dirty.  It's a bit tricky to get right, so instead
we defer variant deletion until the shaders are properly unbound, by
stashing them on a "dead" list and tidying that each time we try and
delete some shader variants.

This ensures long running programs delete their shaders eventually.

Fixes: ed4ffb9715 ("iris: rework program cache interface")
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6075>
This commit is contained in:
Kenneth Graunke 2019-06-05 13:12:58 -07:00
parent 9a49d4c2db
commit 128cbcd3a7
3 changed files with 72 additions and 3 deletions

View file

@ -422,6 +422,8 @@ struct iris_binding_table {
* (iris_uncompiled_shader), due to state-based recompiles (brw_*_prog_key).
*/
struct iris_compiled_shader {
struct list_head link;
/** Reference to the uploaded assembly. */
struct iris_state_ref assembly;
@ -594,6 +596,9 @@ struct iris_context {
struct iris_compiled_shader *prog[MESA_SHADER_STAGES];
struct brw_vue_map *last_vue_map;
/** List of shader variants whose deletion has been deferred for now */
struct list_head deleted_variants[MESA_SHADER_STAGES];
struct u_upload_mgr *uploader;
struct hash_table *cache;
@ -882,6 +887,8 @@ struct iris_compiled_shader *iris_upload_shader(struct iris_context *ice,
const void *iris_find_previous_compile(const struct iris_context *ice,
enum iris_program_cache_id cache_id,
unsigned program_string_id);
void iris_delete_shader_variants(struct iris_context *ice,
struct iris_uncompiled_shader *ish);
bool iris_blorp_lookup_shader(struct blorp_batch *blorp_batch,
const void *key,
uint32_t key_size,

View file

@ -1835,9 +1835,6 @@ get_vue_prog_data(struct iris_context *ice, gl_shader_stage stage)
return (void *) ice->shaders.prog[stage]->prog_data;
}
// XXX: iris_compiled_shaders are space-leaking :(
// XXX: do remember to unbind them if deleting them.
/**
* Update the current shader variants for the given state.
*
@ -2419,6 +2416,8 @@ iris_delete_shader_state(struct pipe_context *ctx, void *state, gl_shader_stage
pipe_resource_reference(&ish->const_data_state.res, NULL);
}
iris_delete_shader_variants(ice, ish);
ralloc_free(ish->nir);
free(ish);
}

View file

@ -115,6 +115,59 @@ iris_find_previous_compile(const struct iris_context *ice,
return NULL;
}
void
iris_delete_shader_variants(struct iris_context *ice,
struct iris_uncompiled_shader *ish)
{
struct hash_table *cache = ice->shaders.cache;
gl_shader_stage stage = ish->nir->info.stage;
enum iris_program_cache_id cache_id = stage;
hash_table_foreach(cache, entry) {
const struct keybox *keybox = entry->key;
const struct brw_base_prog_key *key = (const void *)keybox->data;
if (keybox->cache_id == cache_id &&
key->program_string_id == ish->program_id) {
struct iris_compiled_shader *shader = entry->data;
_mesa_hash_table_remove(cache, entry);
/* Shader variants may still be bound in the context even after
* the API-facing shader has been deleted. In particular, a draw
* may not have triggered iris_update_compiled_shaders() yet. In
* that case, we may be referring to that shader's VUE map, stream
* output settings, and so on. We also like to compare the old and
* new shader programs when swapping them out to flag dirty state.
*
* So, it's hazardous to delete a bound shader variant. We avoid
* doing so, choosing to instead move "deleted" shader variants to
* a list, deferring the actual deletion until they're not bound.
*
* For simplicity, we always move deleted variants to the list,
* even if we could delete them immediately. We'll then process
* the list, catching both these variants and any others.
*/
list_addtail(&shader->link, &ice->shaders.deleted_variants[stage]);
}
}
/* Process any pending deferred variant deletions. */
list_for_each_entry_safe(struct iris_compiled_shader, shader,
&ice->shaders.deleted_variants[stage], link) {
/* If the shader is still bound, defer deletion. */
if (ice->shaders.prog[stage] == shader)
continue;
list_del(&shader->link);
/* Actually delete the variant. */
pipe_resource_reference(&shader->assembly.res, NULL);
ralloc_free(shader);
}
}
/**
* Look for an existing entry in the cache that has identical assembly code.
*
@ -175,6 +228,8 @@ iris_upload_shader(struct iris_context *ice,
memcpy(shader->map, assembly, prog_data->program_size);
}
list_inithead(&shader->link);
shader->prog_data = prog_data;
shader->streamout = streamout;
shader->system_values = system_values;
@ -262,6 +317,9 @@ iris_init_program_cache(struct iris_context *ice)
ice->shaders.uploader =
u_upload_create(&ice->ctx, 16384, PIPE_BIND_CUSTOM, PIPE_USAGE_IMMUTABLE,
IRIS_RESOURCE_FLAG_SHADER_MEMZONE);
for (int i = 0; i < MESA_SHADER_STAGES; i++)
list_inithead(&ice->shaders.deleted_variants[i]);
}
void
@ -269,6 +327,11 @@ iris_destroy_program_cache(struct iris_context *ice)
{
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
ice->shaders.prog[i] = NULL;
list_for_each_entry_safe(struct iris_compiled_shader, shader,
&ice->shaders.deleted_variants[i], link) {
pipe_resource_reference(&shader->assembly.res, NULL);
}
}
hash_table_foreach(ice->shaders.cache, entry) {