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.
This commit is contained in:
Markus Wick 2018-11-06 10:40:49 +01:00 committed by fearlessTobi
parent d3b1b5f22c
commit 392547a97c
4 changed files with 155 additions and 104 deletions

View file

@ -27,6 +27,7 @@ add_library(video_core STATIC
renderer_opengl/gl_rasterizer.h renderer_opengl/gl_rasterizer.h
renderer_opengl/gl_rasterizer_cache.cpp renderer_opengl/gl_rasterizer_cache.cpp
renderer_opengl/gl_rasterizer_cache.h renderer_opengl/gl_rasterizer_cache.h
renderer_opengl/gl_resource_manager.cpp
renderer_opengl/gl_resource_manager.h renderer_opengl/gl_resource_manager.h
renderer_opengl/gl_shader_decompiler.cpp renderer_opengl/gl_shader_decompiler.cpp
renderer_opengl/gl_shader_decompiler.h renderer_opengl/gl_shader_decompiler.h

View 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

View file

@ -9,7 +9,6 @@
#include <glad/glad.h> #include <glad/glad.h>
#include "common/common_types.h" #include "common/common_types.h"
#include "video_core/renderer_opengl/gl_shader_util.h" #include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_state.h"
namespace OpenGL { namespace OpenGL {
@ -30,20 +29,10 @@ public:
} }
/// Creates a new internal OpenGL resource and stores the handle /// Creates a new internal OpenGL resource and stores the handle
void Create() { void Create();
if (handle != 0)
return;
glGenTextures(1, &handle);
}
/// Deletes the internal OpenGL resource /// Deletes the internal OpenGL resource
void Release() { void Release();
if (handle == 0)
return;
glDeleteTextures(1, &handle);
OpenGLState::GetCurState().ResetTexture(handle).Apply();
handle = 0;
}
GLuint handle = 0; GLuint handle = 0;
}; };
@ -65,20 +54,10 @@ public:
} }
/// Creates a new internal OpenGL resource and stores the handle /// Creates a new internal OpenGL resource and stores the handle
void Create() { void Create();
if (handle != 0)
return;
glGenSamplers(1, &handle);
}
/// Deletes the internal OpenGL resource /// Deletes the internal OpenGL resource
void Release() { void Release();
if (handle == 0)
return;
glDeleteSamplers(1, &handle);
OpenGLState::GetCurState().ResetSampler(handle).Apply();
handle = 0;
}
GLuint handle = 0; GLuint handle = 0;
}; };
@ -99,20 +78,9 @@ public:
return *this; return *this;
} }
void Create(const char* source, GLenum type) { void Create(const char* source, GLenum type);
if (handle != 0)
return;
if (source == nullptr)
return;
handle = LoadShader(source, type);
}
void Release() { void Release();
if (handle == 0)
return;
glDeleteShader(handle);
handle = 0;
}
GLuint handle = 0; GLuint handle = 0;
}; };
@ -134,28 +102,13 @@ public:
} }
/// Creates a new program from given shader objects /// Creates a new program from given shader objects
void Create(bool separable_program, const std::vector<GLuint>& shaders) { void Create(bool separable_program, const std::vector<GLuint>& shaders);
if (handle != 0)
return;
handle = LoadProgram(separable_program, shaders);
}
/// Creates a new program from given shader soruce code /// Creates a new program from given shader soruce code
void Create(const char* vert_shader, const char* frag_shader) { 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});
}
/// Deletes the internal OpenGL resource /// Deletes the internal OpenGL resource
void Release() { void Release();
if (handle == 0)
return;
glDeleteProgram(handle);
OpenGLState::GetCurState().ResetProgram(handle).Apply();
handle = 0;
}
GLuint handle = 0; GLuint handle = 0;
}; };
@ -175,19 +128,11 @@ public:
return *this; return *this;
} }
void Create() { /// Creates a new internal OpenGL resource and stores the handle
if (handle != 0) void Create();
return;
glGenProgramPipelines(1, &handle);
}
void Release() { /// Deletes the internal OpenGL resource
if (handle == 0) void Release();
return;
glDeleteProgramPipelines(1, &handle);
OpenGLState::GetCurState().ResetPipeline(handle).Apply();
handle = 0;
}
GLuint handle = 0; GLuint handle = 0;
}; };
@ -209,20 +154,10 @@ public:
} }
/// Creates a new internal OpenGL resource and stores the handle /// Creates a new internal OpenGL resource and stores the handle
void Create() { void Create();
if (handle != 0)
return;
glGenBuffers(1, &handle);
}
/// Deletes the internal OpenGL resource /// Deletes the internal OpenGL resource
void Release() { void Release();
if (handle == 0)
return;
glDeleteBuffers(1, &handle);
OpenGLState::GetCurState().ResetBuffer(handle).Apply();
handle = 0;
}
GLuint handle = 0; GLuint handle = 0;
}; };
@ -244,20 +179,10 @@ public:
} }
/// Creates a new internal OpenGL resource and stores the handle /// Creates a new internal OpenGL resource and stores the handle
void Create() { void Create();
if (handle != 0)
return;
glGenVertexArrays(1, &handle);
}
/// Deletes the internal OpenGL resource /// Deletes the internal OpenGL resource
void Release() { void Release();
if (handle == 0)
return;
glDeleteVertexArrays(1, &handle);
OpenGLState::GetCurState().ResetVertexArray(handle).Apply();
handle = 0;
}
GLuint handle = 0; GLuint handle = 0;
}; };
@ -279,20 +204,10 @@ public:
} }
/// Creates a new internal OpenGL resource and stores the handle /// Creates a new internal OpenGL resource and stores the handle
void Create() { void Create();
if (handle != 0)
return;
glGenFramebuffers(1, &handle);
}
/// Deletes the internal OpenGL resource /// Deletes the internal OpenGL resource
void Release() { void Release();
if (handle == 0)
return;
glDeleteFramebuffers(1, &handle);
OpenGLState::GetCurState().ResetFramebuffer(handle).Apply();
handle = 0;
}
GLuint handle = 0; GLuint handle = 0;
}; };

View file

@ -9,6 +9,7 @@
#include "video_core/regs_lighting.h" #include "video_core/regs_lighting.h"
#include "video_core/renderer_opengl/gl_resource_manager.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_shader_gen.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/pica_to_gl.h" #include "video_core/renderer_opengl/pica_to_gl.h"
namespace OpenGL { namespace OpenGL {