Remember bound framebuffer to avoid glGetInteger use. (#1273)
glGetInteger seems to sync with GPU which is less than ideal, and slowing down texture copies.
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6416bc1938
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4 changed files with 14 additions and 6 deletions
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@ -20,9 +20,10 @@ namespace Ryujinx.Graphics.OpenGL
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_colors = new TextureView[8];
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}
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public void Bind()
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public int Bind()
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{
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, Handle);
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return Handle;
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}
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public void AttachColor(int index, TextureView color)
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@ -23,8 +23,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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Extents2D dstRegion,
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bool linearFilter)
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{
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int oldReadFramebufferHandle = GL.GetInteger(GetPName.ReadFramebufferBinding);
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int oldDrawFramebufferHandle = GL.GetInteger(GetPName.DrawFramebufferBinding);
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(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, GetSrcFramebufferLazy());
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, GetDstFramebufferLazy());
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@ -28,6 +28,9 @@ namespace Ryujinx.Graphics.OpenGL
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private bool _depthTest;
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private bool _hasDepthBuffer;
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private int _boundDrawFramebuffer;
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private int _boundReadFramebuffer;
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private TextureBase _unit0Texture;
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private ClipOrigin _clipOrigin;
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@ -956,12 +959,18 @@ namespace Ryujinx.Graphics.OpenGL
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{
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_framebuffer = new Framebuffer();
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_framebuffer.Bind();
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int boundHandle = _framebuffer.Bind();
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_boundDrawFramebuffer = _boundReadFramebuffer = boundHandle;
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GL.Enable(EnableCap.FramebufferSrgb);
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}
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}
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internal (int drawHandle, int readHandle) GetBoundFramebuffers()
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{
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return (_boundDrawFramebuffer, _boundReadFramebuffer);
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}
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private void UpdateDepthTest()
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{
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// Enabling depth operations is only valid when we have
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@ -44,8 +44,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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bool[] oldFramebufferColorWritemask = new bool[4];
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int oldReadFramebufferHandle = GL.GetInteger(GetPName.ReadFramebufferBinding);
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int oldDrawFramebufferHandle = GL.GetInteger(GetPName.DrawFramebufferBinding);
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(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
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GL.GetBoolean(GetIndexedPName.ColorWritemask, drawFramebuffer, oldFramebufferColorWritemask);
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