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Pica/Rasterizer: Textures seem to be laid out flipped vertically.

Not sure if this is a correct fix. Probably should instead change the decoding logic itself.
This commit is contained in:
Tony Wasserka 2014-12-21 02:56:32 +01:00
parent 3da52ead9b
commit 3b78af904e
1 changed files with 1 additions and 1 deletions

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@ -214,7 +214,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
} }
}; };
s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width); s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width);
t = GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height); t = registers.texture0.height - 1 - GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height);
u8* texture_data = Memory::GetPointer(PAddrToVAddr(texture.config.GetPhysicalAddress())); u8* texture_data = Memory::GetPointer(PAddrToVAddr(texture.config.GetPhysicalAddress()));
auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format); auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);