// Copyright 2022 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #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 OGLRenderbuffer::Create() { if (handle != 0) { return; } MICROPROFILE_SCOPE(OpenGL_ResourceCreation); glGenRenderbuffers(1, &handle); } void OGLRenderbuffer::Release() { if (handle == 0) { return; } MICROPROFILE_SCOPE(OpenGL_ResourceDeletion); glDeleteRenderbuffers(1, &handle); OpenGLState::GetCurState().ResetRenderbuffer(handle).Apply(); handle = 0; } 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().ResetTexture(handle).Apply(); handle = 0; } void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) { GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d; glActiveTexture(GL_TEXTURE0); glBindTexture(target, handle); switch (target) { case GL_TEXTURE_1D: case GL_TEXTURE: glTexStorage1D(target, levels, internalformat, width); break; case GL_TEXTURE_2D: case GL_TEXTURE_1D_ARRAY: case GL_TEXTURE_RECTANGLE: case GL_TEXTURE_CUBE_MAP: glTexStorage2D(target, levels, internalformat, width, height); break; case GL_TEXTURE_3D: case GL_TEXTURE_2D_ARRAY: case GL_TEXTURE_CUBE_MAP_ARRAY: glTexStorage3D(target, levels, internalformat, width, height, depth); break; } glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, old_tex); } 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(std::string_view source, GLenum type) { if (handle != 0) return; if (source.empty()) return; MICROPROFILE_SCOPE(OpenGL_ResourceCreation); handle = LoadShader(source, type); } void OGLShader::Release() { if (handle == 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceDeletion); glDeleteShader(handle); handle = 0; } void OGLProgram::Create(bool separable_program, std::span shaders) { if (handle != 0) return; MICROPROFILE_SCOPE(OpenGL_ResourceCreation); handle = LoadProgram(separable_program, shaders); } void OGLProgram::Create(std::string_view vert_shader, std::string_view frag_shader) { OGLShader vert, frag; vert.Create(vert_shader, GL_VERTEX_SHADER); frag.Create(frag_shader, GL_FRAGMENT_SHADER); MICROPROFILE_SCOPE(OpenGL_ResourceCreation); const std::array shaders{vert.handle, frag.handle}; Create(false, shaders); } 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 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