Remember bound framebuffer to avoid glGetInteger use. (#1273)

glGetInteger seems to sync with GPU which is less than ideal, and slowing down texture copies.
This commit is contained in:
riperiperi 2020-05-24 14:44:12 +01:00 committed by GitHub
parent 8686b43a93
commit 972d688e4e
4 changed files with 14 additions and 6 deletions

View file

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