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	gl_resource_manager: Split implementations in .cpp file
Those implementations are quite costly, so there is no need to inline them to the caller. Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them.
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					 4 changed files with 155 additions and 104 deletions
				
			
		|  | @ -27,6 +27,7 @@ add_library(video_core STATIC | |||
|     renderer_opengl/gl_rasterizer.h | ||||
|     renderer_opengl/gl_rasterizer_cache.cpp | ||||
|     renderer_opengl/gl_rasterizer_cache.h | ||||
|     renderer_opengl/gl_resource_manager.cpp | ||||
|     renderer_opengl/gl_resource_manager.h | ||||
|     renderer_opengl/gl_shader_decompiler.cpp | ||||
|     renderer_opengl/gl_shader_decompiler.h | ||||
|  |  | |||
							
								
								
									
										134
									
								
								src/video_core/renderer_opengl/gl_resource_manager.cpp
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										134
									
								
								src/video_core/renderer_opengl/gl_resource_manager.cpp
									
										
									
									
									
										Normal file
									
								
							|  | @ -0,0 +1,134 @@ | |||
| // Copyright 2015 Citra Emulator Project
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #include <utility> | ||||
| #include <glad/glad.h> | ||||
| #include "common/common_types.h" | ||||
| #include "video_core/renderer_opengl/gl_resource_manager.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_util.h" | ||||
| #include "video_core/renderer_opengl/gl_state.h" | ||||
| 
 | ||||
| namespace OpenGL { | ||||
| 
 | ||||
| void OGLTexture::Create() { | ||||
|     if (handle != 0) | ||||
|         return; | ||||
|     glGenTextures(1, &handle); | ||||
| } | ||||
| 
 | ||||
| void OGLTexture::Release() { | ||||
|     if (handle == 0) | ||||
|         return; | ||||
|     glDeleteTextures(1, &handle); | ||||
|     OpenGLState::GetCurState().ResetTexture(handle).Apply(); | ||||
|     handle = 0; | ||||
| } | ||||
| 
 | ||||
| void OGLSampler::Create() { | ||||
|     if (handle != 0) | ||||
|         return; | ||||
|     glGenSamplers(1, &handle); | ||||
| } | ||||
| 
 | ||||
| void OGLSampler::Release() { | ||||
|     if (handle == 0) | ||||
|         return; | ||||
|     glDeleteSamplers(1, &handle); | ||||
|     OpenGLState::GetCurState().ResetSampler(handle).Apply(); | ||||
|     handle = 0; | ||||
| } | ||||
| 
 | ||||
| void OGLShader::Create(const char* source, GLenum type) { | ||||
|     if (handle != 0) | ||||
|         return; | ||||
|     if (source == nullptr) | ||||
|         return; | ||||
|     handle = LoadShader(source, type); | ||||
| } | ||||
| 
 | ||||
| void OGLShader::Release() { | ||||
|     if (handle == 0) | ||||
|         return; | ||||
|     glDeleteShader(handle); | ||||
|     handle = 0; | ||||
| } | ||||
| 
 | ||||
| void OGLProgram::Create(bool separable_program, const std::vector<GLuint>& shaders) { | ||||
|     if (handle != 0) | ||||
|         return; | ||||
|     handle = LoadProgram(separable_program, shaders); | ||||
| } | ||||
| 
 | ||||
| void OGLProgram::Create(const char* vert_shader, const char* frag_shader) { | ||||
|     OGLShader vert, frag; | ||||
|     vert.Create(vert_shader, GL_VERTEX_SHADER); | ||||
|     frag.Create(frag_shader, GL_FRAGMENT_SHADER); | ||||
|     Create(false, {vert.handle, frag.handle}); | ||||
| } | ||||
| 
 | ||||
| void OGLProgram::Release() { | ||||
|     if (handle == 0) | ||||
|         return; | ||||
|     glDeleteProgram(handle); | ||||
|     OpenGLState::GetCurState().ResetProgram(handle).Apply(); | ||||
|     handle = 0; | ||||
| } | ||||
| 
 | ||||
| void OGLPipeline::Create() { | ||||
|     if (handle != 0) | ||||
|         return; | ||||
|     glGenProgramPipelines(1, &handle); | ||||
| } | ||||
| 
 | ||||
| void OGLPipeline::Release() { | ||||
|     if (handle == 0) | ||||
|         return; | ||||
|     glDeleteProgramPipelines(1, &handle); | ||||
|     OpenGLState::GetCurState().ResetPipeline(handle).Apply(); | ||||
|     handle = 0; | ||||
| } | ||||
| 
 | ||||
| void OGLBuffer::Create() { | ||||
|     if (handle != 0) | ||||
|         return; | ||||
|     glGenBuffers(1, &handle); | ||||
| } | ||||
| 
 | ||||
| void OGLBuffer::Release() { | ||||
|     if (handle == 0) | ||||
|         return; | ||||
|     glDeleteBuffers(1, &handle); | ||||
|     OpenGLState::GetCurState().ResetBuffer(handle).Apply(); | ||||
|     handle = 0; | ||||
| } | ||||
| 
 | ||||
| void OGLVertexArray::Create() { | ||||
|     if (handle != 0) | ||||
|         return; | ||||
|     glGenVertexArrays(1, &handle); | ||||
| } | ||||
| 
 | ||||
| void OGLVertexArray::Release() { | ||||
|     if (handle == 0) | ||||
|         return; | ||||
|     glDeleteVertexArrays(1, &handle); | ||||
|     OpenGLState::GetCurState().ResetVertexArray(handle).Apply(); | ||||
|     handle = 0; | ||||
| } | ||||
| 
 | ||||
| void OGLFramebuffer::Create() { | ||||
|     if (handle != 0) | ||||
|         return; | ||||
|     glGenFramebuffers(1, &handle); | ||||
| } | ||||
| 
 | ||||
| void OGLFramebuffer::Release() { | ||||
|     if (handle == 0) | ||||
|         return; | ||||
|     glDeleteFramebuffers(1, &handle); | ||||
|     OpenGLState::GetCurState().ResetFramebuffer(handle).Apply(); | ||||
|     handle = 0; | ||||
| } | ||||
| 
 | ||||
| } // namespace OpenGL
 | ||||
|  | @ -9,7 +9,6 @@ | |||
| #include <glad/glad.h> | ||||
| #include "common/common_types.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_util.h" | ||||
| #include "video_core/renderer_opengl/gl_state.h" | ||||
| 
 | ||||
| namespace OpenGL { | ||||
| 
 | ||||
|  | @ -30,20 +29,10 @@ public: | |||
|     } | ||||
| 
 | ||||
|     /// Creates a new internal OpenGL resource and stores the handle
 | ||||
|     void Create() { | ||||
|         if (handle != 0) | ||||
|             return; | ||||
|         glGenTextures(1, &handle); | ||||
|     } | ||||
|     void Create(); | ||||
| 
 | ||||
|     /// Deletes the internal OpenGL resource
 | ||||
|     void Release() { | ||||
|         if (handle == 0) | ||||
|             return; | ||||
|         glDeleteTextures(1, &handle); | ||||
|         OpenGLState::GetCurState().ResetTexture(handle).Apply(); | ||||
|         handle = 0; | ||||
|     } | ||||
|     void Release(); | ||||
| 
 | ||||
|     GLuint handle = 0; | ||||
| }; | ||||
|  | @ -65,20 +54,10 @@ public: | |||
|     } | ||||
| 
 | ||||
|     /// Creates a new internal OpenGL resource and stores the handle
 | ||||
|     void Create() { | ||||
|         if (handle != 0) | ||||
|             return; | ||||
|         glGenSamplers(1, &handle); | ||||
|     } | ||||
|     void Create(); | ||||
| 
 | ||||
|     /// Deletes the internal OpenGL resource
 | ||||
|     void Release() { | ||||
|         if (handle == 0) | ||||
|             return; | ||||
|         glDeleteSamplers(1, &handle); | ||||
|         OpenGLState::GetCurState().ResetSampler(handle).Apply(); | ||||
|         handle = 0; | ||||
|     } | ||||
|     void Release(); | ||||
| 
 | ||||
|     GLuint handle = 0; | ||||
| }; | ||||
|  | @ -99,20 +78,9 @@ public: | |||
|         return *this; | ||||
|     } | ||||
| 
 | ||||
|     void Create(const char* source, GLenum type) { | ||||
|         if (handle != 0) | ||||
|             return; | ||||
|         if (source == nullptr) | ||||
|             return; | ||||
|         handle = LoadShader(source, type); | ||||
|     } | ||||
|     void Create(const char* source, GLenum type); | ||||
| 
 | ||||
|     void Release() { | ||||
|         if (handle == 0) | ||||
|             return; | ||||
|         glDeleteShader(handle); | ||||
|         handle = 0; | ||||
|     } | ||||
|     void Release(); | ||||
| 
 | ||||
|     GLuint handle = 0; | ||||
| }; | ||||
|  | @ -134,28 +102,13 @@ public: | |||
|     } | ||||
| 
 | ||||
|     /// Creates a new program from given shader objects
 | ||||
|     void Create(bool separable_program, const std::vector<GLuint>& shaders) { | ||||
|         if (handle != 0) | ||||
|             return; | ||||
|         handle = LoadProgram(separable_program, shaders); | ||||
|     } | ||||
|     void Create(bool separable_program, const std::vector<GLuint>& shaders); | ||||
| 
 | ||||
|     /// Creates a new program from given shader soruce code
 | ||||
|     void Create(const char* vert_shader, const char* frag_shader) { | ||||
|         OGLShader vert, frag; | ||||
|         vert.Create(vert_shader, GL_VERTEX_SHADER); | ||||
|         frag.Create(frag_shader, GL_FRAGMENT_SHADER); | ||||
|         Create(false, {vert.handle, frag.handle}); | ||||
|     } | ||||
|     void Create(const char* vert_shader, const char* frag_shader); | ||||
| 
 | ||||
|     /// Deletes the internal OpenGL resource
 | ||||
|     void Release() { | ||||
|         if (handle == 0) | ||||
|             return; | ||||
|         glDeleteProgram(handle); | ||||
|         OpenGLState::GetCurState().ResetProgram(handle).Apply(); | ||||
|         handle = 0; | ||||
|     } | ||||
|     void Release(); | ||||
| 
 | ||||
|     GLuint handle = 0; | ||||
| }; | ||||
|  | @ -175,19 +128,11 @@ public: | |||
|         return *this; | ||||
|     } | ||||
| 
 | ||||
|     void Create() { | ||||
|         if (handle != 0) | ||||
|             return; | ||||
|         glGenProgramPipelines(1, &handle); | ||||
|     } | ||||
|     /// Creates a new internal OpenGL resource and stores the handle
 | ||||
|     void Create(); | ||||
| 
 | ||||
|     void Release() { | ||||
|         if (handle == 0) | ||||
|             return; | ||||
|         glDeleteProgramPipelines(1, &handle); | ||||
|         OpenGLState::GetCurState().ResetPipeline(handle).Apply(); | ||||
|         handle = 0; | ||||
|     } | ||||
|     /// Deletes the internal OpenGL resource
 | ||||
|     void Release(); | ||||
| 
 | ||||
|     GLuint handle = 0; | ||||
| }; | ||||
|  | @ -209,20 +154,10 @@ public: | |||
|     } | ||||
| 
 | ||||
|     /// Creates a new internal OpenGL resource and stores the handle
 | ||||
|     void Create() { | ||||
|         if (handle != 0) | ||||
|             return; | ||||
|         glGenBuffers(1, &handle); | ||||
|     } | ||||
|     void Create(); | ||||
| 
 | ||||
|     /// Deletes the internal OpenGL resource
 | ||||
|     void Release() { | ||||
|         if (handle == 0) | ||||
|             return; | ||||
|         glDeleteBuffers(1, &handle); | ||||
|         OpenGLState::GetCurState().ResetBuffer(handle).Apply(); | ||||
|         handle = 0; | ||||
|     } | ||||
|     void Release(); | ||||
| 
 | ||||
|     GLuint handle = 0; | ||||
| }; | ||||
|  | @ -244,20 +179,10 @@ public: | |||
|     } | ||||
| 
 | ||||
|     /// Creates a new internal OpenGL resource and stores the handle
 | ||||
|     void Create() { | ||||
|         if (handle != 0) | ||||
|             return; | ||||
|         glGenVertexArrays(1, &handle); | ||||
|     } | ||||
|     void Create(); | ||||
| 
 | ||||
|     /// Deletes the internal OpenGL resource
 | ||||
|     void Release() { | ||||
|         if (handle == 0) | ||||
|             return; | ||||
|         glDeleteVertexArrays(1, &handle); | ||||
|         OpenGLState::GetCurState().ResetVertexArray(handle).Apply(); | ||||
|         handle = 0; | ||||
|     } | ||||
|     void Release(); | ||||
| 
 | ||||
|     GLuint handle = 0; | ||||
| }; | ||||
|  | @ -279,20 +204,10 @@ public: | |||
|     } | ||||
| 
 | ||||
|     /// Creates a new internal OpenGL resource and stores the handle
 | ||||
|     void Create() { | ||||
|         if (handle != 0) | ||||
|             return; | ||||
|         glGenFramebuffers(1, &handle); | ||||
|     } | ||||
|     void Create(); | ||||
| 
 | ||||
|     /// Deletes the internal OpenGL resource
 | ||||
|     void Release() { | ||||
|         if (handle == 0) | ||||
|             return; | ||||
|         glDeleteFramebuffers(1, &handle); | ||||
|         OpenGLState::GetCurState().ResetFramebuffer(handle).Apply(); | ||||
|         handle = 0; | ||||
|     } | ||||
|     void Release(); | ||||
| 
 | ||||
|     GLuint handle = 0; | ||||
| }; | ||||
|  |  | |||
|  | @ -9,6 +9,7 @@ | |||
| #include "video_core/regs_lighting.h" | ||||
| #include "video_core/renderer_opengl/gl_resource_manager.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_gen.h" | ||||
| #include "video_core/renderer_opengl/gl_state.h" | ||||
| #include "video_core/renderer_opengl/pica_to_gl.h" | ||||
| 
 | ||||
| namespace OpenGL { | ||||
|  |  | |||
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