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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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riperiperi 2020-05-24 14:44:12 +01:00 committed by GitHub
parent 6416bc1938
commit d941f4c070
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 14 additions and 6 deletions

View file

@ -20,9 +20,10 @@ namespace Ryujinx.Graphics.OpenGL
_colors = new TextureView[8]; _colors = new TextureView[8];
} }
public void Bind() public int Bind()
{ {
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Handle); GL.BindFramebuffer(FramebufferTarget.Framebuffer, Handle);
return Handle;
} }
public void AttachColor(int index, TextureView color) public void AttachColor(int index, TextureView color)

View file

@ -23,8 +23,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
Extents2D dstRegion, Extents2D dstRegion,
bool linearFilter) bool linearFilter)
{ {
int oldReadFramebufferHandle = GL.GetInteger(GetPName.ReadFramebufferBinding); (int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
int oldDrawFramebufferHandle = GL.GetInteger(GetPName.DrawFramebufferBinding);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, GetSrcFramebufferLazy()); GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, GetSrcFramebufferLazy());
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, GetDstFramebufferLazy()); GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, GetDstFramebufferLazy());

View file

@ -28,6 +28,9 @@ namespace Ryujinx.Graphics.OpenGL
private bool _depthTest; private bool _depthTest;
private bool _hasDepthBuffer; private bool _hasDepthBuffer;
private int _boundDrawFramebuffer;
private int _boundReadFramebuffer;
private TextureBase _unit0Texture; private TextureBase _unit0Texture;
private ClipOrigin _clipOrigin; private ClipOrigin _clipOrigin;
@ -956,12 +959,18 @@ namespace Ryujinx.Graphics.OpenGL
{ {
_framebuffer = new Framebuffer(); _framebuffer = new Framebuffer();
_framebuffer.Bind(); int boundHandle = _framebuffer.Bind();
_boundDrawFramebuffer = _boundReadFramebuffer = boundHandle;
GL.Enable(EnableCap.FramebufferSrgb); GL.Enable(EnableCap.FramebufferSrgb);
} }
} }
internal (int drawHandle, int readHandle) GetBoundFramebuffers()
{
return (_boundDrawFramebuffer, _boundReadFramebuffer);
}
private void UpdateDepthTest() private void UpdateDepthTest()
{ {
// Enabling depth operations is only valid when we have // Enabling depth operations is only valid when we have

View file

@ -44,8 +44,7 @@ namespace Ryujinx.Graphics.OpenGL
{ {
bool[] oldFramebufferColorWritemask = new bool[4]; bool[] oldFramebufferColorWritemask = new bool[4];
int oldReadFramebufferHandle = GL.GetInteger(GetPName.ReadFramebufferBinding); (int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
int oldDrawFramebufferHandle = GL.GetInteger(GetPName.DrawFramebufferBinding);
GL.GetBoolean(GetIndexedPName.ColorWritemask, drawFramebuffer, oldFramebufferColorWritemask); GL.GetBoolean(GetIndexedPName.ColorWritemask, drawFramebuffer, oldFramebufferColorWritemask);