ppsspp/Common/GPU/OpenGL/GLFrameData.cpp

75 lines
2 KiB
C++

#include "Common/GPU/OpenGL/GLCommon.h"
#include "Common/GPU/OpenGL/GLFrameData.h"
#include "Common/GPU/OpenGL/GLRenderManager.h"
#include "Common/Log.h"
void GLDeleter::Take(GLDeleter &other) {
_assert_msg_(IsEmpty(), "Deleter already has stuff");
shaders = std::move(other.shaders);
programs = std::move(other.programs);
buffers = std::move(other.buffers);
textures = std::move(other.textures);
inputLayouts = std::move(other.inputLayouts);
framebuffers = std::move(other.framebuffers);
pushBuffers = std::move(other.pushBuffers);
other.shaders.clear();
other.programs.clear();
other.buffers.clear();
other.textures.clear();
other.inputLayouts.clear();
other.framebuffers.clear();
other.pushBuffers.clear();
}
// Runs on the GPU thread.
void GLDeleter::Perform(GLRenderManager *renderManager, bool skipGLCalls) {
for (auto pushBuffer : pushBuffers) {
renderManager->UnregisterPushBuffer(pushBuffer);
if (skipGLCalls) {
pushBuffer->Destroy(false);
}
delete pushBuffer;
}
pushBuffers.clear();
for (auto shader : shaders) {
if (skipGLCalls && shader)
shader->shader = 0; // prevent the glDeleteShader
delete shader;
}
shaders.clear();
for (auto program : programs) {
if (skipGLCalls && program)
program->program = 0; // prevent the glDeleteProgram
delete program;
}
programs.clear();
for (auto buffer : buffers) {
if (skipGLCalls && buffer)
buffer->buffer_ = 0;
delete buffer;
}
buffers.clear();
for (auto texture : textures) {
if (skipGLCalls && texture)
texture->texture = 0;
delete texture;
}
textures.clear();
for (auto inputLayout : inputLayouts) {
// No GL objects in an inputLayout yet
delete inputLayout;
}
inputLayouts.clear();
for (auto framebuffer : framebuffers) {
if (skipGLCalls) {
framebuffer->handle = 0;
framebuffer->color_texture.texture = 0;
framebuffer->z_stencil_buffer = 0;
framebuffer->z_stencil_texture.texture = 0;
framebuffer->z_buffer = 0;
framebuffer->stencil_buffer = 0;
}
delete framebuffer;
}
framebuffers.clear();
}