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Renderer: Fix component order in bottom framebuffer.

This commit is contained in:
Tony Wasserka 2014-07-11 19:40:34 +02:00
parent cb6f97b2eb
commit c6fdeb7b23
2 changed files with 4 additions and 5 deletions

View File

@ -124,7 +124,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
// Update textures with contents of XFB in RAM - bottom
glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
GL_RGB, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
GL_BGR, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
glBindTexture(GL_TEXTURE_2D, 0);
// Render target is destination framebuffer

View File

@ -84,7 +84,6 @@ private:
// "Flipped" framebuffers translate scanlines from native 3DS left-to-right to top-to-bottom
// as OpenGL expects them in a texture. There probably is a more efficient way of doing this:
u8 m_xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4];
u8 m_xfb_bottom_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4];
};
u8 m_xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4];
u8 m_xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4];
};