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-rw-r--r--src/video_core/renderer_opengl/gl_resource_manager.cpp42
1 files changed, 42 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_resource_manager.cpp b/src/video_core/renderer_opengl/gl_resource_manager.cpp
index c10863337..161318c5f 100644
--- a/src/video_core/renderer_opengl/gl_resource_manager.cpp
+++ b/src/video_core/renderer_opengl/gl_resource_manager.cpp
@@ -5,21 +5,31 @@
#include <utility>
#include <glad/glad.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_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 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().UnbindTexture(handle).Apply();
handle = 0;
@@ -28,12 +38,16 @@ void OGLTexture::Release() {
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;
@@ -44,12 +58,16 @@ void OGLShader::Create(const char* source, GLenum type) {
return;
if (source == nullptr)
return;
+
+ MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
handle = GLShader::LoadShader(source, type);
}
void OGLShader::Release() {
if (handle == 0)
return;
+
+ MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteShader(handle);
handle = 0;
}
@@ -63,12 +81,16 @@ void OGLProgram::CreateFromSource(const char* vert_shader, const char* geo_shade
geo.Create(geo_shader, GL_GEOMETRY_SHADER);
if (frag_shader)
frag.Create(frag_shader, GL_FRAGMENT_SHADER);
+
+ MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
Create(separable_program, vert.handle, geo.handle, frag.handle);
}
void OGLProgram::Release() {
if (handle == 0)
return;
+
+ MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteProgram(handle);
OpenGLState::GetCurState().ResetProgram(handle).Apply();
handle = 0;
@@ -77,12 +99,16 @@ void OGLProgram::Release() {
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;
@@ -91,12 +117,16 @@ void OGLPipeline::Release() {
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;
@@ -105,12 +135,16 @@ void OGLBuffer::Release() {
void OGLSync::Create() {
if (handle != 0)
return;
+
+ // Don't profile here, this one is expected to happen ingame.
handle = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
void OGLSync::Release() {
if (handle == 0)
return;
+
+ // Don't profile here, this one is expected to happen ingame.
glDeleteSync(handle);
handle = 0;
}
@@ -118,12 +152,16 @@ void OGLSync::Release() {
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;
@@ -132,12 +170,16 @@ void OGLVertexArray::Release() {
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;