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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.
This commit is contained in:
Markus Wick 2018-11-06 10:40:49 +01:00
parent cdb19e71fe
commit 54df9fe29e
5 changed files with 167 additions and 114 deletions

View file

@ -33,6 +33,7 @@ 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_cache.cpp renderer_opengl/gl_shader_cache.cpp
renderer_opengl/gl_shader_cache.h renderer_opengl/gl_shader_cache.h

View file

@ -16,6 +16,7 @@
#include "core/settings.h" #include "core/settings.h"
#include "video_core/engines/maxwell_3d.h" #include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_opengl/gl_rasterizer_cache.h" #include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/utils.h" #include "video_core/renderer_opengl/utils.h"
#include "video_core/surface.h" #include "video_core/surface.h"
#include "video_core/textures/astc.h" #include "video_core/textures/astc.h"

View file

@ -0,0 +1,146 @@
// 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().UnbindTexture(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 = GLShader::LoadShader(source, type);
}
void OGLShader::Release() {
if (handle == 0)
return;
glDeleteShader(handle);
handle = 0;
}
void OGLProgram::CreateFromSource(const char* vert_shader, const char* geo_shader,
const char* frag_shader, bool separable_program) {
OGLShader vert, geo, frag;
if (vert_shader)
vert.Create(vert_shader, GL_VERTEX_SHADER);
if (geo_shader)
geo.Create(geo_shader, GL_GEOMETRY_SHADER);
if (frag_shader)
frag.Create(frag_shader, GL_FRAGMENT_SHADER);
Create(separable_program, vert.handle, geo.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 OGLSync::Create() {
if (handle != 0)
return;
handle = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
void OGLSync::Release() {
if (handle == 0)
return;
glDeleteSync(handle);
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

@ -8,7 +8,6 @@
#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 {
@ -29,20 +28,10 @@ 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().UnbindTexture(handle).Apply();
handle = 0;
}
GLuint handle = 0; GLuint handle = 0;
}; };
@ -64,20 +53,10 @@ 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;
}; };
@ -98,20 +77,9 @@ 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 = GLShader::LoadShader(source, type);
}
void Release() { void Release();
if (handle == 0)
return;
glDeleteShader(handle);
handle = 0;
}
GLuint handle = 0; GLuint handle = 0;
}; };
@ -141,25 +109,10 @@ public:
/// Creates a new internal OpenGL resource and stores the handle /// Creates a new internal OpenGL resource and stores the handle
void CreateFromSource(const char* vert_shader, const char* geo_shader, const char* frag_shader, void CreateFromSource(const char* vert_shader, const char* geo_shader, const char* frag_shader,
bool separable_program = false) { bool separable_program = false);
OGLShader vert, geo, frag;
if (vert_shader)
vert.Create(vert_shader, GL_VERTEX_SHADER);
if (geo_shader)
geo.Create(geo_shader, GL_GEOMETRY_SHADER);
if (frag_shader)
frag.Create(frag_shader, GL_FRAGMENT_SHADER);
Create(separable_program, vert.handle, geo.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;
}; };
@ -178,20 +131,10 @@ 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;
glGenProgramPipelines(1, &handle);
}
/// Deletes the internal OpenGL resource /// Deletes the internal OpenGL resource
void Release() { void Release();
if (handle == 0)
return;
glDeleteProgramPipelines(1, &handle);
OpenGLState::GetCurState().ResetPipeline(handle).Apply();
handle = 0;
}
GLuint handle = 0; GLuint handle = 0;
}; };
@ -213,20 +156,10 @@ 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;
}; };
@ -247,19 +180,10 @@ 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;
handle = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
/// Deletes the internal OpenGL resource /// Deletes the internal OpenGL resource
void Release() { void Release();
if (handle == 0)
return;
glDeleteSync(handle);
handle = 0;
}
GLsync handle = 0; GLsync handle = 0;
}; };
@ -281,20 +205,10 @@ 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;
}; };
@ -316,20 +230,10 @@ 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

@ -7,6 +7,7 @@
#include <glad/glad.h> #include <glad/glad.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_state.h"
#include "video_core/renderer_opengl/maxwell_to_gl.h" #include "video_core/renderer_opengl/maxwell_to_gl.h"
namespace OpenGL::GLShader { namespace OpenGL::GLShader {