chore: make yuzu REUSE compliant
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-05-15 02:06:02 +02:00
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// SPDX-FileCopyrightText: 2015 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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2018-11-06 10:40:49 +01:00
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2020-08-24 02:23:54 +02:00
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#include <string_view>
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2018-11-06 10:40:49 +01:00
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#include <glad/glad.h>
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2018-11-06 11:07:50 +01:00
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#include "common/microprofile.h"
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2018-11-06 10:40:49 +01:00
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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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2018-11-08 06:23:43 +01:00
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MICROPROFILE_DEFINE(OpenGL_ResourceCreation, "OpenGL", "Resource Creation", MP_RGB(128, 128, 192));
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MICROPROFILE_DEFINE(OpenGL_ResourceDeletion, "OpenGL", "Resource Deletion", MP_RGB(128, 128, 192));
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2018-11-06 11:07:50 +01:00
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2018-11-06 10:40:49 +01:00
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namespace OpenGL {
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2020-02-14 04:49:15 +01:00
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void OGLRenderbuffer::Create() {
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if (handle != 0)
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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2019-12-26 09:01:43 +01:00
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glCreateRenderbuffers(1, &handle);
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2020-02-14 04:49:15 +01:00
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}
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void OGLRenderbuffer::Release() {
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if (handle == 0)
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteRenderbuffers(1, &handle);
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handle = 0;
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}
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2019-01-06 22:49:23 +01:00
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void OGLTexture::Create(GLenum target) {
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2018-11-06 10:40:49 +01:00
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if (handle != 0)
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return;
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2018-11-06 11:07:50 +01:00
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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2019-01-06 22:49:23 +01:00
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glCreateTextures(target, 1, &handle);
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2018-11-06 10:40:49 +01:00
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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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2018-11-06 11:07:50 +01:00
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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2018-11-06 10:40:49 +01:00
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glDeleteTextures(1, &handle);
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handle = 0;
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}
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2019-05-07 16:55:44 +02:00
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void OGLTextureView::Create() {
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if (handle != 0)
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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glGenTextures(1, &handle);
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}
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void OGLTextureView::Release() {
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if (handle == 0)
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteTextures(1, &handle);
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handle = 0;
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}
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2018-11-06 10:40:49 +01:00
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void OGLSampler::Create() {
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if (handle != 0)
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return;
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2018-11-06 11:07:50 +01:00
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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2020-12-30 06:25:23 +01:00
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glCreateSamplers(1, &handle);
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2018-11-06 10:40:49 +01:00
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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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2018-11-06 11:07:50 +01:00
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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2018-11-06 10:40:49 +01:00
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glDeleteSamplers(1, &handle);
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handle = 0;
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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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2018-11-06 11:07:50 +01:00
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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2018-11-06 10:40:49 +01:00
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glDeleteShader(handle);
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handle = 0;
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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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2018-11-06 11:07:50 +01:00
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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2018-11-06 10:40:49 +01:00
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glDeleteProgram(handle);
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handle = 0;
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}
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2020-05-18 03:32:49 +02:00
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void OGLAssemblyProgram::Release() {
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if (handle == 0) {
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return;
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}
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteProgramsARB(1, &handle);
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handle = 0;
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}
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2018-11-06 10:40:49 +01:00
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void OGLPipeline::Create() {
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if (handle != 0)
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return;
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2018-11-06 11:07:50 +01:00
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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2018-11-06 10:40:49 +01:00
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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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2018-11-06 11:07:50 +01:00
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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2018-11-06 10:40:49 +01:00
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glDeleteProgramPipelines(1, &handle);
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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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2018-11-06 11:07:50 +01:00
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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2019-01-06 05:53:27 +01:00
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glCreateBuffers(1, &handle);
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2018-11-06 10:40:49 +01:00
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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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2018-11-06 11:07:50 +01:00
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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2018-11-06 10:40:49 +01:00
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glDeleteBuffers(1, &handle);
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handle = 0;
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}
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void OGLSync::Create() {
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if (handle != 0)
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return;
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2018-11-06 11:07:50 +01:00
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// Don't profile here, this one is expected to happen ingame.
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2018-11-06 10:40:49 +01:00
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handle = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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void OGLSync::Release() {
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if (handle == 0)
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return;
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2018-11-06 11:07:50 +01:00
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// Don't profile here, this one is expected to happen ingame.
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2018-11-06 10:40:49 +01:00
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glDeleteSync(handle);
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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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2018-11-06 11:07:50 +01:00
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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2021-10-25 04:52:43 +02:00
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// Bind to READ_FRAMEBUFFER to stop Nvidia's driver from creating an EXT_framebuffer instead of
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// a core framebuffer. EXT framebuffer attachments have to match in size and can be shared
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// across contexts. yuzu doesn't share framebuffers across contexts and we need attachments with
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// mismatching size, this is why core framebuffers are preferred.
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glGenFramebuffers(1, &handle);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, handle);
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2018-11-06 10:40:49 +01:00
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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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2018-11-06 11:07:50 +01:00
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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2018-11-06 10:40:49 +01:00
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glDeleteFramebuffers(1, &handle);
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handle = 0;
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}
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2019-07-27 06:21:14 +02:00
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void OGLQuery::Create(GLenum target) {
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if (handle != 0)
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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glCreateQueries(target, 1, &handle);
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}
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void OGLQuery::Release() {
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if (handle == 0)
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteQueries(1, &handle);
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handle = 0;
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}
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2018-11-06 10:40:49 +01:00
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} // namespace OpenGL
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