Merge branch 'master' into Texture2DArray
This commit is contained in:
commit
d3b9599b2d
23 changed files with 392 additions and 195 deletions
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@ -16,6 +16,7 @@
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#include "core/settings.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/utils.h"
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#include "video_core/surface.h"
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#include "video_core/textures/astc.h"
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@ -58,16 +59,14 @@ void SurfaceParams::InitCacheParameters(Tegra::GPUVAddr gpu_addr_) {
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std::size_t SurfaceParams::InnerMipmapMemorySize(u32 mip_level, bool force_gl, bool layer_only,
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bool uncompressed) const {
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const u32 compression_factor{GetCompressionFactor(pixel_format)};
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const u32 tile_x{GetDefaultBlockWidth(pixel_format)};
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const u32 tile_y{GetDefaultBlockHeight(pixel_format)};
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const u32 bytes_per_pixel{GetBytesPerPixel(pixel_format)};
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u32 m_depth = (layer_only ? 1U : depth);
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u32 m_width = MipWidth(mip_level);
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u32 m_height = MipHeight(mip_level);
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m_width = uncompressed ? m_width
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: std::max(1U, (m_width + compression_factor - 1) / compression_factor);
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m_height = uncompressed
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? m_height
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: std::max(1U, (m_height + compression_factor - 1) / compression_factor);
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m_width = uncompressed ? m_width : std::max(1U, (m_width + tile_x - 1) / tile_x);
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m_height = uncompressed ? m_height : std::max(1U, (m_height + tile_y - 1) / tile_y);
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m_depth = std::max(1U, m_depth >> mip_level);
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u32 m_block_height = MipBlockHeight(mip_level);
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u32 m_block_depth = MipBlockDepth(mip_level);
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@ -128,6 +127,13 @@ std::size_t SurfaceParams::InnerMemorySize(bool force_gl, bool layer_only,
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params.target = SurfaceTarget::Texture2D;
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}
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break;
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case SurfaceTarget::TextureCubeArray:
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params.depth = config.tic.Depth() * 6;
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if (!entry.IsArray()) {
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ASSERT(params.depth == 6);
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params.target = SurfaceTarget::TextureCubemap;
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}
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown depth for target={}", static_cast<u32>(params.target));
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UNREACHABLE();
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@ -305,6 +311,8 @@ static constexpr std::array<FormatTuple, VideoCore::Surface::MaxPixelFormat> tex
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_8X8_SRGB
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_8X5_SRGB
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_5X4_SRGB
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_5X5
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_5X5_SRGB
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// Depth formats
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{GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, ComponentType::Float, false}, // Z32F
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@ -334,6 +342,8 @@ static GLenum SurfaceTargetToGL(SurfaceTarget target) {
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return GL_TEXTURE_2D_ARRAY;
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case SurfaceTarget::TextureCubemap:
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return GL_TEXTURE_CUBE_MAP;
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case SurfaceTarget::TextureCubeArray:
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return GL_TEXTURE_CUBE_MAP_ARRAY_ARB;
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}
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LOG_CRITICAL(Render_OpenGL, "Unimplemented texture target={}", static_cast<u32>(target));
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UNREACHABLE();
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@ -364,15 +374,18 @@ void MortonCopy(u32 stride, u32 block_height, u32 height, u32 block_depth, u32 d
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// With the BCn formats (DXT and DXN), each 4x4 tile is swizzled instead of just individual
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// pixel values.
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const u32 tile_size{IsFormatBCn(format) ? 4U : 1U};
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const u32 tile_size_x{GetDefaultBlockWidth(format)};
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const u32 tile_size_y{GetDefaultBlockHeight(format)};
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if (morton_to_gl) {
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const std::vector<u8> data = Tegra::Texture::UnswizzleTexture(
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addr, tile_size, bytes_per_pixel, stride, height, depth, block_height, block_depth);
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const std::vector<u8> data =
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Tegra::Texture::UnswizzleTexture(addr, tile_size_x, tile_size_y, bytes_per_pixel,
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stride, height, depth, block_height, block_depth);
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const std::size_t size_to_copy{std::min(gl_buffer_size, data.size())};
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memcpy(gl_buffer, data.data(), size_to_copy);
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} else {
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Tegra::Texture::CopySwizzledData(stride / tile_size, height / tile_size, depth,
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Tegra::Texture::CopySwizzledData((stride + tile_size_x - 1) / tile_size_x,
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(height + tile_size_y - 1) / tile_size_y, depth,
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bytes_per_pixel, bytes_per_pixel, Memory::GetPointer(addr),
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gl_buffer, false, block_height, block_depth);
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}
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@ -440,6 +453,8 @@ static constexpr GLConversionArray morton_to_gl_fns = {
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MortonCopy<true, PixelFormat::ASTC_2D_8X8_SRGB>,
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MortonCopy<true, PixelFormat::ASTC_2D_8X5_SRGB>,
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MortonCopy<true, PixelFormat::ASTC_2D_5X4_SRGB>,
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MortonCopy<true, PixelFormat::ASTC_2D_5X5>,
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MortonCopy<true, PixelFormat::ASTC_2D_5X5_SRGB>,
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MortonCopy<true, PixelFormat::Z32F>,
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MortonCopy<true, PixelFormat::Z16>,
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MortonCopy<true, PixelFormat::Z24S8>,
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@ -508,6 +523,8 @@ static constexpr GLConversionArray gl_to_morton_fns = {
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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MortonCopy<false, PixelFormat::Z32F>,
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MortonCopy<false, PixelFormat::Z16>,
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MortonCopy<false, PixelFormat::Z24S8>,
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@ -754,6 +771,7 @@ static void CopySurface(const Surface& src_surface, const Surface& dst_surface,
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break;
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case SurfaceTarget::Texture3D:
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case SurfaceTarget::Texture2DArray:
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case SurfaceTarget::TextureCubeArray:
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glTextureSubImage3D(dst_surface->Texture().handle, 0, 0, 0, 0, width, height,
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static_cast<GLsizei>(dst_params.depth), dest_format.format,
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dest_format.type, nullptr);
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@ -806,6 +824,7 @@ CachedSurface::CachedSurface(const SurfaceParams& params)
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break;
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case SurfaceTarget::Texture3D:
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case SurfaceTarget::Texture2DArray:
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case SurfaceTarget::TextureCubeArray:
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glTexStorage3D(SurfaceTargetToGL(params.target), params.max_mip_level,
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format_tuple.internal_format, rect.GetWidth(), rect.GetHeight(),
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params.depth);
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@ -897,21 +916,24 @@ static void ConvertG8R8ToR8G8(std::vector<u8>& data, u32 width, u32 height) {
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* typical desktop GPUs.
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*/
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static void ConvertFormatAsNeeded_LoadGLBuffer(std::vector<u8>& data, PixelFormat pixel_format,
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u32 width, u32 height) {
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u32 width, u32 height, u32 depth) {
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switch (pixel_format) {
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case PixelFormat::ASTC_2D_4X4:
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case PixelFormat::ASTC_2D_8X8:
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case PixelFormat::ASTC_2D_8X5:
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case PixelFormat::ASTC_2D_5X4:
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case PixelFormat::ASTC_2D_5X5:
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case PixelFormat::ASTC_2D_4X4_SRGB:
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case PixelFormat::ASTC_2D_8X8_SRGB:
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case PixelFormat::ASTC_2D_8X5_SRGB:
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case PixelFormat::ASTC_2D_5X4_SRGB: {
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case PixelFormat::ASTC_2D_5X4_SRGB:
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case PixelFormat::ASTC_2D_5X5_SRGB: {
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// Convert ASTC pixel formats to RGBA8, as most desktop GPUs do not support ASTC.
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u32 block_width{};
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u32 block_height{};
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std::tie(block_width, block_height) = GetASTCBlockSize(pixel_format);
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data = Tegra::Texture::ASTC::Decompress(data, width, height, block_width, block_height);
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data =
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Tegra::Texture::ASTC::Decompress(data, width, height, depth, block_width, block_height);
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break;
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}
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case PixelFormat::S8Z24:
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@ -971,7 +993,7 @@ void CachedSurface::LoadGLBuffer() {
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}
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for (u32 i = 0; i < params.max_mip_level; i++)
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ConvertFormatAsNeeded_LoadGLBuffer(gl_buffer[i], params.pixel_format, params.MipWidth(i),
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params.MipHeight(i));
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params.MipHeight(i), params.MipDepth(i));
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}
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MICROPROFILE_DEFINE(OpenGL_SurfaceFlush, "OpenGL", "Surface Flush", MP_RGB(128, 192, 64));
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@ -1055,6 +1077,7 @@ void CachedSurface::UploadGLMipmapTexture(u32 mip_map, GLuint read_fb_handle,
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&gl_buffer[mip_map][buffer_offset]);
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break;
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case SurfaceTarget::Texture2DArray:
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case SurfaceTarget::TextureCubeArray:
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glCompressedTexImage3D(SurfaceTargetToGL(params.target), mip_map, tuple.internal_format,
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static_cast<GLsizei>(params.MipWidth(mip_map)),
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static_cast<GLsizei>(params.MipHeight(mip_map)),
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@ -1104,6 +1127,7 @@ void CachedSurface::UploadGLMipmapTexture(u32 mip_map, GLuint read_fb_handle,
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tuple.format, tuple.type, &gl_buffer[mip_map][buffer_offset]);
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break;
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case SurfaceTarget::Texture2DArray:
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case SurfaceTarget::TextureCubeArray:
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glTexSubImage3D(SurfaceTargetToGL(params.target), mip_map, x0, y0, 0,
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static_cast<GLsizei>(rect.GetWidth()),
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static_cast<GLsizei>(rect.GetHeight()), params.depth, tuple.format,
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@ -1307,6 +1331,7 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
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case SurfaceTarget::TextureCubemap:
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case SurfaceTarget::Texture3D:
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case SurfaceTarget::Texture2DArray:
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case SurfaceTarget::TextureCubeArray:
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AccurateCopySurface(old_surface, new_surface);
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break;
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default:
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|
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@ -49,6 +49,8 @@ struct SurfaceParams {
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return "Texture2DArray";
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case SurfaceTarget::TextureCubemap:
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return "TextureCubemap";
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case SurfaceTarget::TextureCubeArray:
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return "TextureCubeArray";
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented surface_target={}", static_cast<u32>(target));
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UNREACHABLE();
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@ -139,7 +141,7 @@ struct SurfaceParams {
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}
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u32 MipDepth(u32 mip_level) const {
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return std::max(1U, depth >> mip_level);
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return is_layered ? depth : std::max(1U, depth >> mip_level);
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}
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// Auto block resizing algorithm from:
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|
|
146
src/video_core/renderer_opengl/gl_resource_manager.cpp
Normal file
146
src/video_core/renderer_opengl/gl_resource_manager.cpp
Normal file
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@ -0,0 +1,146 @@
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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 <utility>
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#include <glad/glad.h>
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#include "common/common_types.h"
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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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#include "video_core/renderer_opengl/gl_state.h"
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|
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namespace OpenGL {
|
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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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glGenTextures(1, &handle);
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}
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|
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void OGLTexture::Release() {
|
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if (handle == 0)
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return;
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glDeleteTextures(1, &handle);
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OpenGLState::GetCurState().UnbindTexture(handle).Apply();
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handle = 0;
|
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}
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|
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void OGLSampler::Create() {
|
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if (handle != 0)
|
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return;
|
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glGenSamplers(1, &handle);
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}
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|
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void OGLSampler::Release() {
|
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if (handle == 0)
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return;
|
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glDeleteSamplers(1, &handle);
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OpenGLState::GetCurState().ResetSampler(handle).Apply();
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handle = 0;
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}
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|
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void OGLShader::Create(const char* source, GLenum type) {
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if (handle != 0)
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return;
|
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if (source == nullptr)
|
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return;
|
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handle = GLShader::LoadShader(source, type);
|
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}
|
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|
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void OGLShader::Release() {
|
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if (handle == 0)
|
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return;
|
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glDeleteShader(handle);
|
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handle = 0;
|
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}
|
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|
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void OGLProgram::CreateFromSource(const char* vert_shader, const char* geo_shader,
|
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const char* frag_shader, bool separable_program) {
|
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OGLShader vert, geo, frag;
|
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if (vert_shader)
|
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vert.Create(vert_shader, GL_VERTEX_SHADER);
|
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if (geo_shader)
|
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geo.Create(geo_shader, GL_GEOMETRY_SHADER);
|
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if (frag_shader)
|
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frag.Create(frag_shader, GL_FRAGMENT_SHADER);
|
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Create(separable_program, vert.handle, geo.handle, frag.handle);
|
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}
|
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|
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void OGLProgram::Release() {
|
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if (handle == 0)
|
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return;
|
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glDeleteProgram(handle);
|
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OpenGLState::GetCurState().ResetProgram(handle).Apply();
|
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handle = 0;
|
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}
|
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|
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void OGLPipeline::Create() {
|
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if (handle != 0)
|
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return;
|
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glGenProgramPipelines(1, &handle);
|
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}
|
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|
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void OGLPipeline::Release() {
|
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if (handle == 0)
|
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return;
|
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glDeleteProgramPipelines(1, &handle);
|
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OpenGLState::GetCurState().ResetPipeline(handle).Apply();
|
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handle = 0;
|
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}
|
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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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glGenBuffers(1, &handle);
|
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}
|
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|
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void OGLBuffer::Release() {
|
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if (handle == 0)
|
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return;
|
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glDeleteBuffers(1, &handle);
|
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OpenGLState::GetCurState().ResetBuffer(handle).Apply();
|
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handle = 0;
|
||||
}
|
||||
|
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void OGLSync::Create() {
|
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if (handle != 0)
|
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return;
|
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handle = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
}
|
||||
|
||||
void OGLSync::Release() {
|
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if (handle == 0)
|
||||
return;
|
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glDeleteSync(handle);
|
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handle = 0;
|
||||
}
|
||||
|
||||
void OGLVertexArray::Create() {
|
||||
if (handle != 0)
|
||||
return;
|
||||
glGenVertexArrays(1, &handle);
|
||||
}
|
||||
|
||||
void OGLVertexArray::Release() {
|
||||
if (handle == 0)
|
||||
return;
|
||||
glDeleteVertexArrays(1, &handle);
|
||||
OpenGLState::GetCurState().ResetVertexArray(handle).Apply();
|
||||
handle = 0;
|
||||
}
|
||||
|
||||
void OGLFramebuffer::Create() {
|
||||
if (handle != 0)
|
||||
return;
|
||||
glGenFramebuffers(1, &handle);
|
||||
}
|
||||
|
||||
void OGLFramebuffer::Release() {
|
||||
if (handle == 0)
|
||||
return;
|
||||
glDeleteFramebuffers(1, &handle);
|
||||
OpenGLState::GetCurState().ResetFramebuffer(handle).Apply();
|
||||
handle = 0;
|
||||
}
|
||||
|
||||
} // namespace OpenGL
|
|
@ -8,7 +8,6 @@
|
|||
#include <glad/glad.h>
|
||||
#include "common/common_types.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_util.h"
|
||||
#include "video_core/renderer_opengl/gl_state.h"
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
|
@ -29,20 +28,10 @@ public:
|
|||
}
|
||||
|
||||
/// Creates a new internal OpenGL resource and stores the handle
|
||||
void Create() {
|
||||
if (handle != 0)
|
||||
return;
|
||||
glGenTextures(1, &handle);
|
||||
}
|
||||
void Create();
|
||||
|
||||
/// Deletes the internal OpenGL resource
|
||||
void Release() {
|
||||
if (handle == 0)
|
||||
return;
|
||||
glDeleteTextures(1, &handle);
|
||||
OpenGLState::GetCurState().UnbindTexture(handle).Apply();
|
||||
handle = 0;
|
||||
}
|
||||
void Release();
|
||||
|
||||
GLuint handle = 0;
|
||||
};
|
||||
|
@ -64,20 +53,10 @@ public:
|
|||
}
|
||||
|
||||
/// Creates a new internal OpenGL resource and stores the handle
|
||||
void Create() {
|
||||
if (handle != 0)
|
||||
return;
|
||||
glGenSamplers(1, &handle);
|
||||
}
|
||||
void Create();
|
||||
|
||||
/// Deletes the internal OpenGL resource
|
||||
void Release() {
|
||||
if (handle == 0)
|
||||
return;
|
||||
glDeleteSamplers(1, &handle);
|
||||
OpenGLState::GetCurState().ResetSampler(handle).Apply();
|
||||
handle = 0;
|
||||
}
|
||||
void Release();
|
||||
|
||||
GLuint handle = 0;
|
||||
};
|
||||
|
@ -98,20 +77,9 @@ public:
|
|||
return *this;
|
||||
}
|
||||
|
||||
void Create(const char* source, GLenum type) {
|
||||
if (handle != 0)
|
||||
return;
|
||||
if (source == nullptr)
|
||||
return;
|
||||
handle = GLShader::LoadShader(source, type);
|
||||
}
|
||||
void Create(const char* source, GLenum type);
|
||||
|
||||
void Release() {
|
||||
if (handle == 0)
|
||||
return;
|
||||
glDeleteShader(handle);
|
||||
handle = 0;
|
||||
}
|
||||
void Release();
|
||||
|
||||
GLuint handle = 0;
|
||||
};
|
||||
|
@ -141,25 +109,10 @@ public:
|
|||
|
||||
/// Creates a new internal OpenGL resource and stores the handle
|
||||
void CreateFromSource(const char* vert_shader, const char* geo_shader, const char* frag_shader,
|
||||
bool separable_program = false) {
|
||||
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);
|
||||
Create(separable_program, vert.handle, geo.handle, frag.handle);
|
||||
}
|
||||
bool separable_program = false);
|
||||
|
||||
/// Deletes the internal OpenGL resource
|
||||
void Release() {
|
||||
if (handle == 0)
|
||||
return;
|
||||
glDeleteProgram(handle);
|
||||
OpenGLState::GetCurState().ResetProgram(handle).Apply();
|
||||
handle = 0;
|
||||
}
|
||||
void Release();
|
||||
|
||||
GLuint handle = 0;
|
||||
};
|
||||
|
@ -178,20 +131,10 @@ public:
|
|||
}
|
||||
|
||||
/// Creates a new internal OpenGL resource and stores the handle
|
||||
void Create() {
|
||||
if (handle != 0)
|
||||
return;
|
||||
glGenProgramPipelines(1, &handle);
|
||||
}
|
||||
void Create();
|
||||
|
||||
/// Deletes the internal OpenGL resource
|
||||
void Release() {
|
||||
if (handle == 0)
|
||||
return;
|
||||
glDeleteProgramPipelines(1, &handle);
|
||||
OpenGLState::GetCurState().ResetPipeline(handle).Apply();
|
||||
handle = 0;
|
||||
}
|
||||
void Release();
|
||||
|
||||
GLuint handle = 0;
|
||||
};
|
||||
|
@ -213,20 +156,10 @@ public:
|
|||
}
|
||||
|
||||
/// Creates a new internal OpenGL resource and stores the handle
|
||||
void Create() {
|
||||
if (handle != 0)
|
||||
return;
|
||||
glGenBuffers(1, &handle);
|
||||
}
|
||||
void Create();
|
||||
|
||||
/// Deletes the internal OpenGL resource
|
||||
void Release() {
|
||||
if (handle == 0)
|
||||
return;
|
||||
glDeleteBuffers(1, &handle);
|
||||
OpenGLState::GetCurState().ResetBuffer(handle).Apply();
|
||||
handle = 0;
|
||||
}
|
||||
void Release();
|
||||
|
||||
GLuint handle = 0;
|
||||
};
|
||||
|
@ -247,19 +180,10 @@ public:
|
|||
}
|
||||
|
||||
/// Creates a new internal OpenGL resource and stores the handle
|
||||
void Create() {
|
||||
if (handle != 0)
|
||||
return;
|
||||
handle = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
}
|
||||
void Create();
|
||||
|
||||
/// Deletes the internal OpenGL resource
|
||||
void Release() {
|
||||
if (handle == 0)
|
||||
return;
|
||||
glDeleteSync(handle);
|
||||
handle = 0;
|
||||
}
|
||||
void Release();
|
||||
|
||||
GLsync handle = 0;
|
||||
};
|
||||
|
@ -281,20 +205,10 @@ public:
|
|||
}
|
||||
|
||||
/// Creates a new internal OpenGL resource and stores the handle
|
||||
void Create() {
|
||||
if (handle != 0)
|
||||
return;
|
||||
glGenVertexArrays(1, &handle);
|
||||
}
|
||||
void Create();
|
||||
|
||||
/// Deletes the internal OpenGL resource
|
||||
void Release() {
|
||||
if (handle == 0)
|
||||
return;
|
||||
glDeleteVertexArrays(1, &handle);
|
||||
OpenGLState::GetCurState().ResetVertexArray(handle).Apply();
|
||||
handle = 0;
|
||||
}
|
||||
void Release();
|
||||
|
||||
GLuint handle = 0;
|
||||
};
|
||||
|
@ -316,20 +230,10 @@ public:
|
|||
}
|
||||
|
||||
/// Creates a new internal OpenGL resource and stores the handle
|
||||
void Create() {
|
||||
if (handle != 0)
|
||||
return;
|
||||
glGenFramebuffers(1, &handle);
|
||||
}
|
||||
void Create();
|
||||
|
||||
/// Deletes the internal OpenGL resource
|
||||
void Release() {
|
||||
if (handle == 0)
|
||||
return;
|
||||
glDeleteFramebuffers(1, &handle);
|
||||
OpenGLState::GetCurState().ResetFramebuffer(handle).Apply();
|
||||
handle = 0;
|
||||
}
|
||||
void Release();
|
||||
|
||||
GLuint handle = 0;
|
||||
};
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
#include <glad/glad.h>
|
||||
|
||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_state.h"
|
||||
#include "video_core/renderer_opengl/maxwell_to_gl.h"
|
||||
|
||||
namespace OpenGL::GLShader {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue