diff --git a/src/video_core/renderer_opengl/gl_resource_manager.cpp b/src/video_core/renderer_opengl/gl_resource_manager.cpp index 70947838c..5e7101d28 100644 --- a/src/video_core/renderer_opengl/gl_resource_manager.cpp +++ b/src/video_core/renderer_opengl/gl_resource_manager.cpp @@ -166,7 +166,12 @@ void OGLFramebuffer::Create() { return; MICROPROFILE_SCOPE(OpenGL_ResourceCreation); - glCreateFramebuffers(1, &handle); + // Bind to READ_FRAMEBUFFER to stop Nvidia's driver from creating an EXT_framebuffer instead of + // a core framebuffer. EXT framebuffer attachments have to match in size and can be shared + // across contexts. yuzu doesn't share framebuffers across contexts and we need attachments with + // mismatching size, this is why core framebuffers are preferred. + glGenFramebuffers(1, &handle); + glBindFramebuffer(GL_READ_FRAMEBUFFER, handle); } void OGLFramebuffer::Release() { diff --git a/src/video_core/renderer_opengl/gl_texture_cache.cpp b/src/video_core/renderer_opengl/gl_texture_cache.cpp index 6841b5450..00610ea2c 100644 --- a/src/video_core/renderer_opengl/gl_texture_cache.cpp +++ b/src/video_core/renderer_opengl/gl_texture_cache.cpp @@ -478,10 +478,6 @@ TextureCacheRuntime::TextureCacheRuntime(const Device& device_, ProgramManager& for (size_t i = 0; i < rescale_draw_fbos.size(); ++i) { rescale_draw_fbos[i].Create(); rescale_read_fbos[i].Create(); - - // Make sure the framebuffer is created without DSA - glBindFramebuffer(GL_READ_FRAMEBUFFER, rescale_draw_fbos[i].handle); - glBindFramebuffer(GL_READ_FRAMEBUFFER, rescale_read_fbos[i].handle); } } } @@ -1224,13 +1220,8 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const TSCEntry& config) { Framebuffer::Framebuffer(TextureCacheRuntime& runtime, std::span color_buffers, ImageView* depth_buffer, const VideoCommon::RenderTargets& key) { - // Bind to READ_FRAMEBUFFER to stop Nvidia's driver from creating an EXT_framebuffer instead of - // a core framebuffer. EXT framebuffer attachments have to match in size and can be shared - // across contexts. yuzu doesn't share framebuffers across contexts and we need attachments with - // mismatching size, this is why core framebuffers are preferred. - GLuint handle; - glGenFramebuffers(1, &handle); - glBindFramebuffer(GL_READ_FRAMEBUFFER, handle); + framebuffer.Create(); + GLuint handle = framebuffer.handle; GLsizei num_buffers = 0; std::array gl_draw_buffers; @@ -1278,7 +1269,6 @@ Framebuffer::Framebuffer(TextureCacheRuntime& runtime, std::span(name.size()), name.data()); } - framebuffer.handle = handle; } void BGRCopyPass::CopyBGR(Image& dst_image, Image& src_image,