gl_resource_manager: Profile creation and deletion.

This commit is contained in:
Markus Wick 2018-11-06 11:07:50 +01:00
parent 80e4dbdce7
commit 7e59e907ef

View file

@ -5,21 +5,31 @@
#include <utility> #include <utility>
#include <glad/glad.h> #include <glad/glad.h>
#include "common/common_types.h" #include "common/common_types.h"
#include "common/microprofile.h"
#include "video_core/renderer_opengl/gl_resource_manager.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_shader_util.h"
#include "video_core/renderer_opengl/gl_state.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 { namespace OpenGL {
void OGLTexture::Create() { void OGLTexture::Create() {
if (handle != 0) if (handle != 0)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
glGenTextures(1, &handle); glGenTextures(1, &handle);
} }
void OGLTexture::Release() { void OGLTexture::Release() {
if (handle == 0) if (handle == 0)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteTextures(1, &handle); glDeleteTextures(1, &handle);
OpenGLState::GetCurState().UnbindTexture(handle).Apply(); OpenGLState::GetCurState().UnbindTexture(handle).Apply();
handle = 0; handle = 0;
@ -28,12 +38,16 @@ void OGLTexture::Release() {
void OGLSampler::Create() { void OGLSampler::Create() {
if (handle != 0) if (handle != 0)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
glGenSamplers(1, &handle); glGenSamplers(1, &handle);
} }
void OGLSampler::Release() { void OGLSampler::Release() {
if (handle == 0) if (handle == 0)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteSamplers(1, &handle); glDeleteSamplers(1, &handle);
OpenGLState::GetCurState().ResetSampler(handle).Apply(); OpenGLState::GetCurState().ResetSampler(handle).Apply();
handle = 0; handle = 0;
@ -44,12 +58,16 @@ void OGLShader::Create(const char* source, GLenum type) {
return; return;
if (source == nullptr) if (source == nullptr)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
handle = GLShader::LoadShader(source, type); handle = GLShader::LoadShader(source, type);
} }
void OGLShader::Release() { void OGLShader::Release() {
if (handle == 0) if (handle == 0)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteShader(handle); glDeleteShader(handle);
handle = 0; handle = 0;
} }
@ -63,12 +81,16 @@ void OGLProgram::CreateFromSource(const char* vert_shader, const char* geo_shade
geo.Create(geo_shader, GL_GEOMETRY_SHADER); geo.Create(geo_shader, GL_GEOMETRY_SHADER);
if (frag_shader) if (frag_shader)
frag.Create(frag_shader, GL_FRAGMENT_SHADER); frag.Create(frag_shader, GL_FRAGMENT_SHADER);
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
Create(separable_program, vert.handle, geo.handle, frag.handle); Create(separable_program, vert.handle, geo.handle, frag.handle);
} }
void OGLProgram::Release() { void OGLProgram::Release() {
if (handle == 0) if (handle == 0)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteProgram(handle); glDeleteProgram(handle);
OpenGLState::GetCurState().ResetProgram(handle).Apply(); OpenGLState::GetCurState().ResetProgram(handle).Apply();
handle = 0; handle = 0;
@ -77,12 +99,16 @@ void OGLProgram::Release() {
void OGLPipeline::Create() { void OGLPipeline::Create() {
if (handle != 0) if (handle != 0)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
glGenProgramPipelines(1, &handle); glGenProgramPipelines(1, &handle);
} }
void OGLPipeline::Release() { void OGLPipeline::Release() {
if (handle == 0) if (handle == 0)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteProgramPipelines(1, &handle); glDeleteProgramPipelines(1, &handle);
OpenGLState::GetCurState().ResetPipeline(handle).Apply(); OpenGLState::GetCurState().ResetPipeline(handle).Apply();
handle = 0; handle = 0;
@ -91,12 +117,16 @@ void OGLPipeline::Release() {
void OGLBuffer::Create() { void OGLBuffer::Create() {
if (handle != 0) if (handle != 0)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
glGenBuffers(1, &handle); glGenBuffers(1, &handle);
} }
void OGLBuffer::Release() { void OGLBuffer::Release() {
if (handle == 0) if (handle == 0)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteBuffers(1, &handle); glDeleteBuffers(1, &handle);
OpenGLState::GetCurState().ResetBuffer(handle).Apply(); OpenGLState::GetCurState().ResetBuffer(handle).Apply();
handle = 0; handle = 0;
@ -105,12 +135,16 @@ void OGLBuffer::Release() {
void OGLSync::Create() { void OGLSync::Create() {
if (handle != 0) if (handle != 0)
return; return;
// Don't profile here, this one is expected to happen ingame.
handle = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); handle = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
} }
void OGLSync::Release() { void OGLSync::Release() {
if (handle == 0) if (handle == 0)
return; return;
// Don't profile here, this one is expected to happen ingame.
glDeleteSync(handle); glDeleteSync(handle);
handle = 0; handle = 0;
} }
@ -118,12 +152,16 @@ void OGLSync::Release() {
void OGLVertexArray::Create() { void OGLVertexArray::Create() {
if (handle != 0) if (handle != 0)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
glGenVertexArrays(1, &handle); glGenVertexArrays(1, &handle);
} }
void OGLVertexArray::Release() { void OGLVertexArray::Release() {
if (handle == 0) if (handle == 0)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteVertexArrays(1, &handle); glDeleteVertexArrays(1, &handle);
OpenGLState::GetCurState().ResetVertexArray(handle).Apply(); OpenGLState::GetCurState().ResetVertexArray(handle).Apply();
handle = 0; handle = 0;
@ -132,12 +170,16 @@ void OGLVertexArray::Release() {
void OGLFramebuffer::Create() { void OGLFramebuffer::Create() {
if (handle != 0) if (handle != 0)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
glGenFramebuffers(1, &handle); glGenFramebuffers(1, &handle);
} }
void OGLFramebuffer::Release() { void OGLFramebuffer::Release() {
if (handle == 0) if (handle == 0)
return; return;
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteFramebuffers(1, &handle); glDeleteFramebuffers(1, &handle);
OpenGLState::GetCurState().ResetFramebuffer(handle).Apply(); OpenGLState::GetCurState().ResetFramebuffer(handle).Apply();
handle = 0; handle = 0;