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:
parent
d3b1b5f22c
commit
392547a97c
4 changed files with 155 additions and 104 deletions
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@ -27,6 +27,7 @@ add_library(video_core STATIC
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renderer_opengl/gl_rasterizer.h
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renderer_opengl/gl_rasterizer.h
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renderer_opengl/gl_rasterizer_cache.cpp
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renderer_opengl/gl_rasterizer_cache.cpp
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renderer_opengl/gl_rasterizer_cache.h
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renderer_opengl/gl_rasterizer_cache.h
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renderer_opengl/gl_resource_manager.cpp
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renderer_opengl/gl_resource_manager.h
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renderer_opengl/gl_resource_manager.h
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renderer_opengl/gl_shader_decompiler.cpp
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renderer_opengl/gl_shader_decompiler.cpp
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renderer_opengl/gl_shader_decompiler.h
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renderer_opengl/gl_shader_decompiler.h
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134
src/video_core/renderer_opengl/gl_resource_manager.cpp
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134
src/video_core/renderer_opengl/gl_resource_manager.cpp
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@ -0,0 +1,134 @@
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// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <utility>
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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_state.h"
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namespace OpenGL {
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void OGLTexture::Create() {
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if (handle != 0)
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return;
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glGenTextures(1, &handle);
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}
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void OGLTexture::Release() {
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if (handle == 0)
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return;
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glDeleteTextures(1, &handle);
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OpenGLState::GetCurState().ResetTexture(handle).Apply();
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handle = 0;
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}
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void OGLSampler::Create() {
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if (handle != 0)
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return;
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glGenSamplers(1, &handle);
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}
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void OGLSampler::Release() {
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if (handle == 0)
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return;
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glDeleteSamplers(1, &handle);
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OpenGLState::GetCurState().ResetSampler(handle).Apply();
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handle = 0;
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}
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void OGLShader::Create(const char* source, GLenum type) {
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if (handle != 0)
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return;
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if (source == nullptr)
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return;
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handle = LoadShader(source, type);
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}
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void OGLShader::Release() {
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if (handle == 0)
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return;
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glDeleteShader(handle);
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handle = 0;
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}
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void OGLProgram::Create(bool separable_program, const std::vector<GLuint>& shaders) {
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if (handle != 0)
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return;
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handle = LoadProgram(separable_program, shaders);
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}
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void OGLProgram::Create(const char* vert_shader, const char* frag_shader) {
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OGLShader vert, frag;
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vert.Create(vert_shader, GL_VERTEX_SHADER);
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frag.Create(frag_shader, GL_FRAGMENT_SHADER);
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Create(false, {vert.handle, frag.handle});
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}
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void OGLProgram::Release() {
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if (handle == 0)
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return;
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glDeleteProgram(handle);
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OpenGLState::GetCurState().ResetProgram(handle).Apply();
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handle = 0;
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}
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void OGLPipeline::Create() {
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if (handle != 0)
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return;
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glGenProgramPipelines(1, &handle);
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}
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void OGLPipeline::Release() {
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if (handle == 0)
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return;
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glDeleteProgramPipelines(1, &handle);
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OpenGLState::GetCurState().ResetPipeline(handle).Apply();
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handle = 0;
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}
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void OGLBuffer::Create() {
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if (handle != 0)
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return;
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glGenBuffers(1, &handle);
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}
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void OGLBuffer::Release() {
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if (handle == 0)
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return;
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glDeleteBuffers(1, &handle);
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OpenGLState::GetCurState().ResetBuffer(handle).Apply();
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handle = 0;
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}
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void OGLVertexArray::Create() {
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if (handle != 0)
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return;
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glGenVertexArrays(1, &handle);
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}
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void OGLVertexArray::Release() {
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if (handle == 0)
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return;
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glDeleteVertexArrays(1, &handle);
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OpenGLState::GetCurState().ResetVertexArray(handle).Apply();
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handle = 0;
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}
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void OGLFramebuffer::Create() {
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if (handle != 0)
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return;
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glGenFramebuffers(1, &handle);
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}
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void OGLFramebuffer::Release() {
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if (handle == 0)
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return;
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glDeleteFramebuffers(1, &handle);
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OpenGLState::GetCurState().ResetFramebuffer(handle).Apply();
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handle = 0;
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}
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} // namespace OpenGL
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@ -9,7 +9,6 @@
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_state.h"
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namespace OpenGL {
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namespace OpenGL {
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@ -30,20 +29,10 @@ public:
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}
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}
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/// Creates a new internal OpenGL resource and stores the handle
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/// Creates a new internal OpenGL resource and stores the handle
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void Create() {
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void Create();
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if (handle != 0)
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return;
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glGenTextures(1, &handle);
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}
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/// Deletes the internal OpenGL resource
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/// Deletes the internal OpenGL resource
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void Release() {
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void Release();
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if (handle == 0)
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return;
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glDeleteTextures(1, &handle);
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OpenGLState::GetCurState().ResetTexture(handle).Apply();
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handle = 0;
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}
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GLuint handle = 0;
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GLuint handle = 0;
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};
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};
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@ -65,20 +54,10 @@ public:
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}
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}
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/// Creates a new internal OpenGL resource and stores the handle
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/// Creates a new internal OpenGL resource and stores the handle
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void Create() {
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void Create();
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if (handle != 0)
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return;
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glGenSamplers(1, &handle);
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}
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/// Deletes the internal OpenGL resource
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/// Deletes the internal OpenGL resource
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void Release() {
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void Release();
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if (handle == 0)
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return;
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glDeleteSamplers(1, &handle);
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OpenGLState::GetCurState().ResetSampler(handle).Apply();
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handle = 0;
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}
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GLuint handle = 0;
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GLuint handle = 0;
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};
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};
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@ -99,20 +78,9 @@ public:
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return *this;
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return *this;
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}
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}
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void Create(const char* source, GLenum type) {
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void Create(const char* source, GLenum type);
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if (handle != 0)
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return;
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if (source == nullptr)
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return;
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handle = LoadShader(source, type);
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}
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void Release() {
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void Release();
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if (handle == 0)
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return;
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glDeleteShader(handle);
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handle = 0;
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}
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GLuint handle = 0;
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GLuint handle = 0;
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};
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};
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@ -134,28 +102,13 @@ public:
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}
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}
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/// Creates a new program from given shader objects
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/// Creates a new program from given shader objects
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void Create(bool separable_program, const std::vector<GLuint>& shaders) {
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void Create(bool separable_program, const std::vector<GLuint>& shaders);
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if (handle != 0)
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return;
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handle = LoadProgram(separable_program, shaders);
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}
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/// Creates a new program from given shader soruce code
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/// Creates a new program from given shader soruce code
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void Create(const char* vert_shader, const char* frag_shader) {
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void Create(const char* vert_shader, const char* frag_shader);
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OGLShader vert, frag;
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vert.Create(vert_shader, GL_VERTEX_SHADER);
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frag.Create(frag_shader, GL_FRAGMENT_SHADER);
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Create(false, {vert.handle, frag.handle});
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}
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/// Deletes the internal OpenGL resource
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/// Deletes the internal OpenGL resource
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void Release() {
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void Release();
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if (handle == 0)
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return;
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glDeleteProgram(handle);
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OpenGLState::GetCurState().ResetProgram(handle).Apply();
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handle = 0;
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}
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GLuint handle = 0;
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GLuint handle = 0;
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};
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};
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return *this;
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return *this;
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}
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}
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void Create() {
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/// Creates a new internal OpenGL resource and stores the handle
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if (handle != 0)
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void Create();
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return;
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glGenProgramPipelines(1, &handle);
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}
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void Release() {
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/// Deletes the internal OpenGL resource
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if (handle == 0)
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void Release();
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return;
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glDeleteProgramPipelines(1, &handle);
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OpenGLState::GetCurState().ResetPipeline(handle).Apply();
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handle = 0;
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}
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GLuint handle = 0;
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GLuint handle = 0;
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};
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};
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@ -209,20 +154,10 @@ public:
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}
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}
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/// Creates a new internal OpenGL resource and stores the handle
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/// Creates a new internal OpenGL resource and stores the handle
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void Create() {
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void Create();
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if (handle != 0)
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return;
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glGenBuffers(1, &handle);
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}
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/// Deletes the internal OpenGL resource
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/// Deletes the internal OpenGL resource
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void Release() {
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void Release();
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if (handle == 0)
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return;
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glDeleteBuffers(1, &handle);
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OpenGLState::GetCurState().ResetBuffer(handle).Apply();
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handle = 0;
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}
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GLuint handle = 0;
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GLuint handle = 0;
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};
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};
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@ -244,20 +179,10 @@ public:
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}
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}
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/// Creates a new internal OpenGL resource and stores the handle
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/// Creates a new internal OpenGL resource and stores the handle
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void Create() {
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void Create();
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if (handle != 0)
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return;
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glGenVertexArrays(1, &handle);
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}
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/// Deletes the internal OpenGL resource
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/// Deletes the internal OpenGL resource
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void Release() {
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void Release();
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if (handle == 0)
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return;
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glDeleteVertexArrays(1, &handle);
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OpenGLState::GetCurState().ResetVertexArray(handle).Apply();
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handle = 0;
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}
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GLuint handle = 0;
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GLuint handle = 0;
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};
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};
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@ -279,20 +204,10 @@ public:
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}
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}
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/// Creates a new internal OpenGL resource and stores the handle
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/// Creates a new internal OpenGL resource and stores the handle
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void Create() {
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void Create();
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if (handle != 0)
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return;
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glGenFramebuffers(1, &handle);
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}
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/// Deletes the internal OpenGL resource
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/// Deletes the internal OpenGL resource
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void Release() {
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void Release();
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if (handle == 0)
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return;
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glDeleteFramebuffers(1, &handle);
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OpenGLState::GetCurState().ResetFramebuffer(handle).Apply();
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handle = 0;
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}
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GLuint handle = 0;
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GLuint handle = 0;
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};
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};
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@ -9,6 +9,7 @@
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#include "video_core/regs_lighting.h"
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#include "video_core/regs_lighting.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/pica_to_gl.h"
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#include "video_core/renderer_opengl/pica_to_gl.h"
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namespace OpenGL {
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namespace OpenGL {
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Loading…
Reference in a new issue