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@ -5,21 +5,31 @@
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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 "common/microprofile.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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MICROPROFILE_DEFINE(OpenGL_ResourceCreation, "OpenGL", "Resource Creation",
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MP_RGB(128, 128, 192));
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MICROPROFILE_DEFINE(OpenGL_ResourceDeletion, "OpenGL", "Resource Deletion",
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MP_RGB(128, 128, 192));
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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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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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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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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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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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@ -28,12 +38,16 @@ void OGLTexture::Release() {
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void OGLSampler::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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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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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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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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@ -44,12 +58,16 @@ void OGLShader::Create(const char* source, GLenum type) {
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return;
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if (source == nullptr)
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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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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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteShader(handle);
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handle = 0;
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}
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@ -63,12 +81,16 @@ void OGLProgram::CreateFromSource(const char* vert_shader, const char* geo_shade
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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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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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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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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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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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@ -77,12 +99,16 @@ void OGLProgram::Release() {
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void OGLPipeline::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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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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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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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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@ -91,12 +117,16 @@ void OGLPipeline::Release() {
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void OGLBuffer::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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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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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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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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@ -105,12 +135,16 @@ void OGLBuffer::Release() {
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void OGLSync::Create() {
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if (handle != 0)
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return;
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// Don't profile here, this one is expected to happen ingame.
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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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// Don't profile here, this one is expected to happen ingame.
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glDeleteSync(handle);
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handle = 0;
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}
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@ -118,12 +152,16 @@ void OGLSync::Release() {
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void OGLVertexArray::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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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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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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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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@ -132,12 +170,16 @@ void OGLVertexArray::Release() {
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void OGLFramebuffer::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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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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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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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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