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OpenGL: Make OpenGL object resource wrappers fully inline

The functions are so simple that having them separate only bloats the
code and hinders optimization.
This commit is contained in:
Yuri Kunde Schlesner 2015-07-26 06:38:19 -03:00
parent 392c7feba0
commit 1762267de4
3 changed files with 79 additions and 143 deletions

View File

@ -2,7 +2,6 @@ set(SRCS
renderer_opengl/generated/gl_3_2_core.c renderer_opengl/generated/gl_3_2_core.c
renderer_opengl/gl_rasterizer.cpp renderer_opengl/gl_rasterizer.cpp
renderer_opengl/gl_rasterizer_cache.cpp renderer_opengl/gl_rasterizer_cache.cpp
renderer_opengl/gl_resource_manager.cpp
renderer_opengl/gl_shader_util.cpp renderer_opengl/gl_shader_util.cpp
renderer_opengl/gl_state.cpp renderer_opengl/gl_state.cpp
renderer_opengl/renderer_opengl.cpp renderer_opengl/renderer_opengl.cpp

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@ -1,111 +0,0 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
// Textures
OGLTexture::OGLTexture() : handle(0) {
}
OGLTexture::~OGLTexture() {
Release();
}
void OGLTexture::Create() {
if (handle != 0) {
return;
}
glGenTextures(1, &handle);
}
void OGLTexture::Release() {
glDeleteTextures(1, &handle);
handle = 0;
}
// Shaders
OGLShader::OGLShader() : handle(0) {
}
OGLShader::~OGLShader() {
Release();
}
void OGLShader::Create(const char* vert_shader, const char* frag_shader) {
if (handle != 0) {
return;
}
handle = ShaderUtil::LoadShaders(vert_shader, frag_shader);
}
void OGLShader::Release() {
glDeleteProgram(handle);
handle = 0;
}
// Buffer objects
OGLBuffer::OGLBuffer() : handle(0) {
}
OGLBuffer::~OGLBuffer() {
Release();
}
void OGLBuffer::Create() {
if (handle != 0) {
return;
}
glGenBuffers(1, &handle);
}
void OGLBuffer::Release() {
glDeleteBuffers(1, &handle);
handle = 0;
}
// Vertex array objects
OGLVertexArray::OGLVertexArray() : handle(0) {
}
OGLVertexArray::~OGLVertexArray() {
Release();
}
void OGLVertexArray::Create() {
if (handle != 0) {
return;
}
glGenVertexArrays(1, &handle);
}
void OGLVertexArray::Release() {
glDeleteVertexArrays(1, &handle);
handle = 0;
}
// Framebuffers
OGLFramebuffer::OGLFramebuffer() : handle(0) {
}
OGLFramebuffer::~OGLFramebuffer() {
Release();
}
void OGLFramebuffer::Create() {
if (handle != 0) {
return;
}
glGenFramebuffers(1, &handle);
}
void OGLFramebuffer::Release() {
glDeleteFramebuffers(1, &handle);
handle = 0;
}

View File

@ -4,76 +4,124 @@
#pragma once #pragma once
#include <utility>
#include "common/common_types.h" #include "common/common_types.h"
#include "generated/gl_3_2_core.h" #include "video_core/renderer_opengl/generated/gl_3_2_core.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
class OGLTexture : public NonCopyable { class OGLTexture : private NonCopyable {
public: public:
OGLTexture(); OGLTexture() = default;
~OGLTexture(); OGLTexture(OGLTexture&& o) { std::swap(handle, o.handle); }
~OGLTexture() { Release(); }
OGLTexture& operator=(OGLTexture&& o) { std::swap(handle, o.handle); return *this; }
/// 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);
handle = 0;
}
GLuint handle; GLuint handle = 0;
}; };
class OGLShader : public NonCopyable { class OGLShader : private NonCopyable {
public: public:
OGLShader(); OGLShader() = default;
~OGLShader(); OGLShader(OGLShader&& o) { std::swap(handle, o.handle); }
~OGLShader() { Release(); }
OGLShader& operator=(OGLShader&& o) { std::swap(handle, o.handle); return *this; }
/// Creates a new internal OpenGL resource and stores the handle /// Creates a new internal OpenGL resource and stores the handle
void Create(const char* vert_shader, const char* frag_shader); void Create(const char* vert_shader, const char* frag_shader) {
if (handle != 0) return;
handle = ShaderUtil::LoadShaders(vert_shader, frag_shader);
}
/// Deletes the internal OpenGL resource /// Deletes the internal OpenGL resource
void Release(); void Release() {
if (handle == 0) return;
glDeleteProgram(handle);
handle = 0;
}
GLuint handle; GLuint handle = 0;
}; };
class OGLBuffer : public NonCopyable { class OGLBuffer : private NonCopyable {
public: public:
OGLBuffer(); OGLBuffer() = default;
~OGLBuffer(); OGLBuffer(OGLBuffer&& o) { std::swap(handle, o.handle); }
~OGLBuffer() { Release(); }
OGLBuffer& operator=(OGLBuffer&& o) { std::swap(handle, o.handle); return *this; }
/// 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);
handle = 0;
}
GLuint handle; GLuint handle = 0;
}; };
class OGLVertexArray : public NonCopyable { class OGLVertexArray : private NonCopyable {
public: public:
OGLVertexArray(); OGLVertexArray() = default;
~OGLVertexArray(); OGLVertexArray(OGLVertexArray&& o) { std::swap(handle, o.handle); }
~OGLVertexArray() { Release(); }
OGLVertexArray& operator=(OGLVertexArray&& o) { std::swap(handle, o.handle); return *this; }
/// 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);
handle = 0;
}
GLuint handle; GLuint handle = 0;
}; };
class OGLFramebuffer : public NonCopyable { class OGLFramebuffer : private NonCopyable {
public: public:
OGLFramebuffer(); OGLFramebuffer() = default;
~OGLFramebuffer(); OGLFramebuffer(OGLFramebuffer&& o) { std::swap(handle, o.handle); }
~OGLFramebuffer() { Release(); }
OGLFramebuffer& operator=(OGLFramebuffer&& o) { std::swap(handle, o.handle); return *this; }
/// 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);
handle = 0;
}
GLuint handle; GLuint handle = 0;
}; };