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renderer_opengl: Add OGLRenderbuffer to resource/state management.
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0c82b00dfd
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@ -15,6 +15,24 @@ MICROPROFILE_DEFINE(OpenGL_ResourceDeletion, "OpenGL", "Resource Deletion", MP_R
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namespace OpenGL {
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void OGLRenderbuffer::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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glGenRenderbuffers(1, &handle);
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}
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void OGLRenderbuffer::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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glDeleteRenderbuffers(1, &handle);
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OpenGLState::GetCurState().ResetRenderbuffer(handle).Apply();
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handle = 0;
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}
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void OGLTexture::Create(GLenum target) {
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if (handle != 0)
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return;
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@ -11,6 +11,31 @@
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namespace OpenGL {
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class OGLRenderbuffer : private NonCopyable {
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public:
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OGLRenderbuffer() = default;
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OGLRenderbuffer(OGLRenderbuffer&& o) noexcept : handle(std::exchange(o.handle, 0)) {}
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~OGLRenderbuffer() {
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Release();
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}
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OGLRenderbuffer& operator=(OGLRenderbuffer&& o) noexcept {
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Release();
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handle = std::exchange(o.handle, 0);
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return *this;
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}
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/// Creates a new internal OpenGL resource and stores the handle
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void Create();
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/// Deletes the internal OpenGL resource
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void Release();
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GLuint handle = 0;
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};
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class OGLTexture : private NonCopyable {
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public:
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OGLTexture() = default;
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@ -423,6 +423,13 @@ void OpenGLState::ApplyClipControl() {
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}
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}
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void OpenGLState::ApplyRenderBuffer() {
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if (cur_state.renderbuffer != renderbuffer) {
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cur_state.renderbuffer = renderbuffer;
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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}
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}
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void OpenGLState::ApplyTextures() {
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const std::size_t size = std::size(textures);
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for (std::size_t i = 0; i < size; ++i) {
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@ -478,6 +485,7 @@ void OpenGLState::Apply() {
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ApplyPolygonOffset();
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ApplyAlphaTest();
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ApplyClipControl();
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ApplyRenderBuffer();
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}
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void OpenGLState::EmulateViewportWithScissor() {
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@ -551,4 +559,11 @@ OpenGLState& OpenGLState::ResetFramebuffer(GLuint handle) {
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return *this;
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}
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OpenGLState& OpenGLState::ResetRenderbuffer(GLuint handle) {
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if (renderbuffer == handle) {
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renderbuffer = 0;
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}
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return *this;
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}
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} // namespace OpenGL
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@ -158,6 +158,8 @@ public:
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GLenum depth_mode = GL_NEGATIVE_ONE_TO_ONE;
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} clip_control;
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GLuint renderbuffer{}; // GL_RENDERBUFFER_BINDING
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OpenGLState();
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/// Get the currently active OpenGL state
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@ -196,6 +198,7 @@ public:
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void ApplyPolygonOffset();
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void ApplyAlphaTest();
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void ApplyClipControl();
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void ApplyRenderBuffer();
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/// Resets any references to the given resource
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OpenGLState& UnbindTexture(GLuint handle);
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@ -204,6 +207,7 @@ public:
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OpenGLState& ResetPipeline(GLuint handle);
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OpenGLState& ResetVertexArray(GLuint handle);
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OpenGLState& ResetFramebuffer(GLuint handle);
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OpenGLState& ResetRenderbuffer(GLuint handle);
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/// Viewport does not affects glClearBuffer so emulate viewport using scissor test
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void EmulateViewportWithScissor();
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