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.master
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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().UnbindTexture(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 = GLShader::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::CreateFromSource(const char* vert_shader, const char* geo_shader,
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const char* frag_shader, bool separable_program) {
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OGLShader vert, geo, frag;
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if (vert_shader)
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vert.Create(vert_shader, GL_VERTEX_SHADER);
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if (geo_shader)
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geo.Create(geo_shader, GL_GEOMETRY_SHADER);
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if (frag_shader)
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frag.Create(frag_shader, GL_FRAGMENT_SHADER);
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Create(separable_program, vert.handle, geo.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 OGLSync::Create() {
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if (handle != 0)
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return;
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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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glDeleteSync(handle);
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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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