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gl_resource_manager: Profile creation and deletion.

Markus Wick 7 年 前
コミット
7e59e907ef
1 ファイル変更42 行追加0 行削除
  1. 42 0
      src/video_core/renderer_opengl/gl_resource_manager.cpp

+ 42 - 0
src/video_core/renderer_opengl/gl_resource_manager.cpp

@@ -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;