OpenGL: Make OpenGL object resource wrappers fully inline
The functions are so simple that having them separate only bloats the code and hinders optimization.
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392c7feba0
commit
1762267de4
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@ -2,7 +2,6 @@ set(SRCS
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renderer_opengl/generated/gl_3_2_core.c
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renderer_opengl/gl_rasterizer.cpp
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renderer_opengl/gl_rasterizer_cache.cpp
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renderer_opengl/gl_resource_manager.cpp
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renderer_opengl/gl_shader_util.cpp
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renderer_opengl/gl_state.cpp
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renderer_opengl/renderer_opengl.cpp
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@ -1,111 +0,0 @@
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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 "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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// Textures
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OGLTexture::OGLTexture() : handle(0) {
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}
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OGLTexture::~OGLTexture() {
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Release();
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}
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void OGLTexture::Create() {
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if (handle != 0) {
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return;
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}
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glGenTextures(1, &handle);
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}
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void OGLTexture::Release() {
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glDeleteTextures(1, &handle);
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handle = 0;
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}
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// Shaders
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OGLShader::OGLShader() : handle(0) {
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}
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OGLShader::~OGLShader() {
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Release();
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}
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void OGLShader::Create(const char* vert_shader, const char* frag_shader) {
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if (handle != 0) {
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return;
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}
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handle = ShaderUtil::LoadShaders(vert_shader, frag_shader);
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}
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void OGLShader::Release() {
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glDeleteProgram(handle);
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handle = 0;
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}
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// Buffer objects
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OGLBuffer::OGLBuffer() : handle(0) {
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}
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OGLBuffer::~OGLBuffer() {
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Release();
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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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}
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glGenBuffers(1, &handle);
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}
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void OGLBuffer::Release() {
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glDeleteBuffers(1, &handle);
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handle = 0;
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}
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// Vertex array objects
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OGLVertexArray::OGLVertexArray() : handle(0) {
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}
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OGLVertexArray::~OGLVertexArray() {
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Release();
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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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}
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glGenVertexArrays(1, &handle);
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}
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void OGLVertexArray::Release() {
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glDeleteVertexArrays(1, &handle);
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handle = 0;
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}
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// Framebuffers
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OGLFramebuffer::OGLFramebuffer() : handle(0) {
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}
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OGLFramebuffer::~OGLFramebuffer() {
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Release();
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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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}
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glGenFramebuffers(1, &handle);
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}
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void OGLFramebuffer::Release() {
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glDeleteFramebuffers(1, &handle);
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handle = 0;
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}
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@ -4,76 +4,124 @@
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#pragma once
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#include <utility>
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#include "common/common_types.h"
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#include "generated/gl_3_2_core.h"
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#include "video_core/renderer_opengl/generated/gl_3_2_core.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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class OGLTexture : public NonCopyable {
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class OGLTexture : private NonCopyable {
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public:
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OGLTexture();
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~OGLTexture();
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OGLTexture() = default;
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OGLTexture(OGLTexture&& o) { std::swap(handle, o.handle); }
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~OGLTexture() { Release(); }
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OGLTexture& operator=(OGLTexture&& o) { std::swap(handle, o.handle); return *this; }
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/// Creates a new internal OpenGL resource and stores the handle
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void Create();
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void Create() {
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if (handle != 0) return;
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glGenTextures(1, &handle);
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}
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/// Deletes the internal OpenGL resource
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void Release();
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void Release() {
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if (handle == 0) return;
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glDeleteTextures(1, &handle);
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handle = 0;
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}
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GLuint handle;
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GLuint handle = 0;
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};
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class OGLShader : public NonCopyable {
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class OGLShader : private NonCopyable {
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public:
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OGLShader();
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~OGLShader();
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OGLShader() = default;
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OGLShader(OGLShader&& o) { std::swap(handle, o.handle); }
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~OGLShader() { Release(); }
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OGLShader& operator=(OGLShader&& o) { std::swap(handle, o.handle); return *this; }
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/// Creates a new internal OpenGL resource and stores the handle
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void Create(const char* vert_shader, const char* frag_shader);
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void Create(const char* vert_shader, const char* frag_shader) {
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if (handle != 0) return;
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handle = ShaderUtil::LoadShaders(vert_shader, frag_shader);
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}
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/// Deletes the internal OpenGL resource
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void Release();
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void Release() {
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if (handle == 0) return;
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glDeleteProgram(handle);
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handle = 0;
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}
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GLuint handle;
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GLuint handle = 0;
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};
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class OGLBuffer : public NonCopyable {
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class OGLBuffer : private NonCopyable {
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public:
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OGLBuffer();
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~OGLBuffer();
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OGLBuffer() = default;
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OGLBuffer(OGLBuffer&& o) { std::swap(handle, o.handle); }
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~OGLBuffer() { Release(); }
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OGLBuffer& operator=(OGLBuffer&& o) { std::swap(handle, o.handle); return *this; }
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/// Creates a new internal OpenGL resource and stores the handle
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void Create();
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void Create() {
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if (handle != 0) return;
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glGenBuffers(1, &handle);
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}
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/// Deletes the internal OpenGL resource
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void Release();
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void Release() {
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if (handle == 0) return;
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glDeleteBuffers(1, &handle);
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handle = 0;
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}
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GLuint handle;
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GLuint handle = 0;
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};
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class OGLVertexArray : public NonCopyable {
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class OGLVertexArray : private NonCopyable {
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public:
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OGLVertexArray();
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~OGLVertexArray();
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OGLVertexArray() = default;
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OGLVertexArray(OGLVertexArray&& o) { std::swap(handle, o.handle); }
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~OGLVertexArray() { Release(); }
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OGLVertexArray& operator=(OGLVertexArray&& o) { std::swap(handle, o.handle); return *this; }
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/// Creates a new internal OpenGL resource and stores the handle
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void Create();
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void Create() {
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if (handle != 0) return;
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glGenVertexArrays(1, &handle);
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}
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/// Deletes the internal OpenGL resource
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void Release();
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void Release() {
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if (handle == 0) return;
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glDeleteVertexArrays(1, &handle);
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handle = 0;
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}
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GLuint handle;
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GLuint handle = 0;
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};
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class OGLFramebuffer : public NonCopyable {
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class OGLFramebuffer : private NonCopyable {
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public:
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OGLFramebuffer();
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~OGLFramebuffer();
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OGLFramebuffer() = default;
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OGLFramebuffer(OGLFramebuffer&& o) { std::swap(handle, o.handle); }
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~OGLFramebuffer() { Release(); }
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OGLFramebuffer& operator=(OGLFramebuffer&& o) { std::swap(handle, o.handle); return *this; }
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/// Creates a new internal OpenGL resource and stores the handle
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void Create();
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void Create() {
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if (handle != 0) return;
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glGenFramebuffers(1, &handle);
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}
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/// Deletes the internal OpenGL resource
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void Release();
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void Release() {
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if (handle == 0) return;
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glDeleteFramebuffers(1, &handle);
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handle = 0;
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}
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GLuint handle;
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GLuint handle = 0;
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};
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