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https://github.com/yuzu-emu/yuzu-android
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gl_resource_manager: Ensure non EXT_framebuffer objects are created
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@ -166,7 +166,12 @@ void OGLFramebuffer::Create() {
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return;
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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glCreateFramebuffers(1, &handle);
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// Bind to READ_FRAMEBUFFER to stop Nvidia's driver from creating an EXT_framebuffer instead of
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// a core framebuffer. EXT framebuffer attachments have to match in size and can be shared
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// across contexts. yuzu doesn't share framebuffers across contexts and we need attachments with
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// mismatching size, this is why core framebuffers are preferred.
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glGenFramebuffers(1, &handle);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, handle);
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}
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}
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void OGLFramebuffer::Release() {
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void OGLFramebuffer::Release() {
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@ -478,10 +478,6 @@ TextureCacheRuntime::TextureCacheRuntime(const Device& device_, ProgramManager&
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for (size_t i = 0; i < rescale_draw_fbos.size(); ++i) {
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for (size_t i = 0; i < rescale_draw_fbos.size(); ++i) {
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rescale_draw_fbos[i].Create();
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rescale_draw_fbos[i].Create();
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rescale_read_fbos[i].Create();
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rescale_read_fbos[i].Create();
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// Make sure the framebuffer is created without DSA
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glBindFramebuffer(GL_READ_FRAMEBUFFER, rescale_draw_fbos[i].handle);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, rescale_read_fbos[i].handle);
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}
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}
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}
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}
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}
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}
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@ -1224,13 +1220,8 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const TSCEntry& config) {
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Framebuffer::Framebuffer(TextureCacheRuntime& runtime, std::span<ImageView*, NUM_RT> color_buffers,
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Framebuffer::Framebuffer(TextureCacheRuntime& runtime, std::span<ImageView*, NUM_RT> color_buffers,
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ImageView* depth_buffer, const VideoCommon::RenderTargets& key) {
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ImageView* depth_buffer, const VideoCommon::RenderTargets& key) {
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// Bind to READ_FRAMEBUFFER to stop Nvidia's driver from creating an EXT_framebuffer instead of
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framebuffer.Create();
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// a core framebuffer. EXT framebuffer attachments have to match in size and can be shared
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GLuint handle = framebuffer.handle;
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// across contexts. yuzu doesn't share framebuffers across contexts and we need attachments with
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// mismatching size, this is why core framebuffers are preferred.
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GLuint handle;
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glGenFramebuffers(1, &handle);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, handle);
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GLsizei num_buffers = 0;
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GLsizei num_buffers = 0;
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std::array<GLenum, NUM_RT> gl_draw_buffers;
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std::array<GLenum, NUM_RT> gl_draw_buffers;
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@ -1278,7 +1269,6 @@ Framebuffer::Framebuffer(TextureCacheRuntime& runtime, std::span<ImageView*, NUM
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const std::string name = VideoCommon::Name(key);
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const std::string name = VideoCommon::Name(key);
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glObjectLabel(GL_FRAMEBUFFER, handle, static_cast<GLsizei>(name.size()), name.data());
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glObjectLabel(GL_FRAMEBUFFER, handle, static_cast<GLsizei>(name.size()), name.data());
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}
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}
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framebuffer.handle = handle;
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}
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}
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void BGRCopyPass::CopyBGR(Image& dst_image, Image& src_image,
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void BGRCopyPass::CopyBGR(Image& dst_image, Image& src_image,
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