// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "common/common_types.h" #include "common/microprofile.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" MICROPROFILE_DEFINE(OpenGL_ResourceCreation, "OpenGL", "Resource Creation", MP_RGB(128, 128, 192)); MICROPROFILE_DEFINE(OpenGL_ResourceDeletion, "OpenGL", "Resource Deletion", MP_RGB(128, 128, 192)); namespace OpenGL { void OGLTexture::Create() { if (handle != 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceCreation); glGenTextures(1, &handle); } void OGLTexture::Release() { if (handle == 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceDeletion); glDeleteTextures(1, &handle); OpenGLState::GetCurState().UnbindTexture(handle).Apply(); handle = 0; } void OGLSampler::Create() { if (handle != 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceCreation); glGenSamplers(1, &handle); } void OGLSampler::Release() { if (handle == 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceDeletion); 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; MICROPROFILE_SCOPE(OpenGL_ResourceCreation); handle = GLShader::LoadShader(source, type); } void OGLShader::Release() { if (handle == 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceDeletion); 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); MICROPROFILE_SCOPE(OpenGL_ResourceCreation); Create(separable_program, vert.handle, geo.handle, frag.handle); } void OGLProgram::Release() { if (handle == 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceDeletion); glDeleteProgram(handle); OpenGLState::GetCurState().ResetProgram(handle).Apply(); handle = 0; } void OGLPipeline::Create() { if (handle != 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceCreation); glGenProgramPipelines(1, &handle); } void OGLPipeline::Release() { if (handle == 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceDeletion); glDeleteProgramPipelines(1, &handle); OpenGLState::GetCurState().ResetPipeline(handle).Apply(); handle = 0; } void OGLBuffer::Create() { if (handle != 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceCreation); glGenBuffers(1, &handle); } void OGLBuffer::Release() { if (handle == 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceDeletion); glDeleteBuffers(1, &handle); OpenGLState::GetCurState().ResetBuffer(handle).Apply(); handle = 0; } void OGLSync::Create() { if (handle != 0) return; // Don't profile here, this one is expected to happen ingame. handle = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); } void OGLSync::Release() { if (handle == 0) return; // Don't profile here, this one is expected to happen ingame. glDeleteSync(handle); handle = 0; } void OGLVertexArray::Create() { if (handle != 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceCreation); glGenVertexArrays(1, &handle); } void OGLVertexArray::Release() { if (handle == 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceDeletion); glDeleteVertexArrays(1, &handle); OpenGLState::GetCurState().ResetVertexArray(handle).Apply(); handle = 0; } void OGLFramebuffer::Create() { if (handle != 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceCreation); glGenFramebuffers(1, &handle); } void OGLFramebuffer::Release() { if (handle == 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceDeletion); glDeleteFramebuffers(1, &handle); OpenGLState::GetCurState().ResetFramebuffer(handle).Apply(); handle = 0; } } // namespace OpenGL