From 3a4841e40302d50b21064be7bc248b249ac88467 Mon Sep 17 00:00:00 2001 From: Lioncash Date: Wed, 18 Jul 2018 18:10:06 -0400 Subject: core: Don't construct instance of Core::System, just to access its live instance This would result in a lot of allocations and related object construction, just to toss it all away immediately after the call. These are definitely not intentional, and it was intended that all of these should have been accessing the static function GetInstance() through the name itself, not constructed instances. --- src/video_core/renderer_opengl/gl_rasterizer.cpp | 26 +++++++++++----------- .../renderer_opengl/gl_rasterizer_cache.cpp | 2 +- .../renderer_opengl/gl_shader_manager.cpp | 2 +- 3 files changed, 15 insertions(+), 15 deletions(-) (limited to 'src/video_core/renderer_opengl') diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index eecbc5ff0..7e620584f 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -128,8 +128,8 @@ RasterizerOpenGL::~RasterizerOpenGL() { std::pair RasterizerOpenGL::SetupVertexArrays(u8* array_ptr, GLintptr buffer_offset) { MICROPROFILE_SCOPE(OpenGL_VAO); - const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; - const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager; + const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; + const auto& memory_manager = Core::System::GetInstance().GPU().memory_manager; state.draw.vertex_array = hw_vao.handle; state.draw.vertex_buffer = stream_buffer->GetHandle(); @@ -184,7 +184,7 @@ std::pair RasterizerOpenGL::SetupVertexArrays(u8* array_ptr, } static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program) { - auto& gpu = Core::System().GetInstance().GPU().Maxwell3D(); + auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); // Fetch program code from memory GLShader::ProgramCode program_code; @@ -207,7 +207,7 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) { } }; - auto& gpu = Core::System().GetInstance().GPU().Maxwell3D(); + auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); // Next available bindpoints to use when uploading the const buffers and textures to the GLSL // shaders. The constbuffer bindpoint starts after the shader stage configuration bind points. @@ -297,7 +297,7 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) { } size_t RasterizerOpenGL::CalculateVertexArraysSize() const { - const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; + const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; size_t size = 0; for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) { @@ -322,7 +322,7 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) { std::pair RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_depth_fb) { - const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; + const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; // TODO(bunnei): Implement this const bool has_stencil = false; @@ -374,7 +374,7 @@ std::pair RasterizerOpenGL::ConfigureFramebuffers(bool using_c } void RasterizerOpenGL::Clear() { - const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; + const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; bool use_color_fb = false; bool use_depth_fb = false; @@ -426,7 +426,7 @@ void RasterizerOpenGL::DrawArrays() { return; MICROPROFILE_SCOPE(OpenGL_Drawing); - const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; + const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; ScopeAcquireGLContext acquire_context; @@ -473,7 +473,7 @@ void RasterizerOpenGL::DrawArrays() { // If indexed mode, copy the index buffer GLintptr index_buffer_offset = 0; if (is_indexed) { - const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager; + const auto& memory_manager = Core::System::GetInstance().GPU().memory_manager; const boost::optional index_data_addr{ memory_manager->GpuToCpuAddress(regs.index_array.StartAddress())}; Memory::ReadBlock(*index_data_addr, offseted_buffer, index_buffer_size); @@ -775,7 +775,7 @@ void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface, } void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle& surfaces_rect) { - const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; + const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; const MathUtil::Rectangle viewport_rect{regs.viewport_transform[0].GetRect()}; state.viewport.x = static_cast(surfaces_rect.left) + viewport_rect.left; @@ -793,7 +793,7 @@ void RasterizerOpenGL::SyncClipCoef() { } void RasterizerOpenGL::SyncCullMode() { - const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; + const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; state.cull.enabled = regs.cull.enabled != 0; @@ -825,7 +825,7 @@ void RasterizerOpenGL::SyncDepthOffset() { } void RasterizerOpenGL::SyncDepthTestState() { - const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; + const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; state.depth.test_enabled = regs.depth_test_enable != 0; state.depth.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE; @@ -837,7 +837,7 @@ void RasterizerOpenGL::SyncDepthTestState() { } void RasterizerOpenGL::SyncBlendState() { - const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; + const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; // TODO(Subv): Support more than just render target 0. state.blend.enabled = regs.blend.enable[0] != 0; diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp index c171c4c5b..2c43982b0 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp @@ -505,7 +505,7 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextu SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces( bool using_color_fb, bool using_depth_fb, const MathUtil::Rectangle& viewport) { - const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; + const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; // TODO(bunnei): This is hard corded to use just the first render buffer LOG_WARNING(Render_OpenGL, "hard-coded for render target 0!"); diff --git a/src/video_core/renderer_opengl/gl_shader_manager.cpp b/src/video_core/renderer_opengl/gl_shader_manager.cpp index d7167b298..1aa437f76 100644 --- a/src/video_core/renderer_opengl/gl_shader_manager.cpp +++ b/src/video_core/renderer_opengl/gl_shader_manager.cpp @@ -35,7 +35,7 @@ void SetShaderUniformBlockBindings(GLuint shader) { } // namespace Impl void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) { - const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; + const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; // TODO(bunnei): Support more than one viewport viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f; -- cgit v1.2.3