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	fixed renderer to use correct framebuffer location
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					 2 changed files with 7 additions and 8 deletions
				
			
		|  | @ -53,12 +53,11 @@ void RendererOpenGL::SwapBuffers() { | |||
| 
 | ||||
| /**
 | ||||
|  * Helper function to flip framebuffer from left-to-right to top-to-bottom | ||||
|  * @param addr Address of framebuffer in RAM | ||||
|  * @param in Pointer to input raw framebuffer in V/RAM | ||||
|  * @param out Pointer to output buffer with flipped framebuffer | ||||
|  * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei | ||||
|  */ | ||||
| void RendererOpenGL::FlipFramebuffer(u32 addr, u8* out) { | ||||
|     u8* in = Memory::GetPointer(addr); | ||||
| void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) { | ||||
|     for (int y = 0; y < VideoCore::kScreenTopHeight; y++) { | ||||
|         for (int x = 0; x < VideoCore::kScreenTopWidth; x++) { | ||||
|             int in_coord = (VideoCore::kScreenTopHeight * 3 * x) + (VideoCore::kScreenTopHeight * 3) | ||||
|  | @ -77,10 +76,10 @@ void RendererOpenGL::FlipFramebuffer(u32 addr, u8* out) { | |||
|  * @param src_rect Source rectangle in XFB to copy | ||||
|  * @param dst_rect Destination rectangle in output framebuffer to copy to | ||||
|  */ | ||||
| void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) {   | ||||
| void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) { | ||||
| 
 | ||||
|     FlipFramebuffer(LCD::TOP_RIGHT_FRAME1,  m_xfb_top_flipped); | ||||
|     FlipFramebuffer(LCD::SUB_FRAME1,        m_xfb_bottom_flipped); | ||||
|     FlipFramebuffer(LCD::GetFramebufferPointer(LCD::g_regs.framebuffer_top_left_1), m_xfb_top_flipped); | ||||
|     FlipFramebuffer(LCD::GetFramebufferPointer(LCD::g_regs.framebuffer_sub_left_1), m_xfb_bottom_flipped); | ||||
| 
 | ||||
|     // Blit the top framebuffer
 | ||||
|     // ------------------------
 | ||||
|  |  | |||
|  | @ -55,11 +55,11 @@ private: | |||
| 
 | ||||
|     /**
 | ||||
|      * Helper function to flip framebuffer from left-to-right to top-to-bottom | ||||
|      * @param addr Address of framebuffer in RAM | ||||
|      * @param in Pointer to input raw framebuffer in V/RAM | ||||
|      * @param out Pointer to output buffer with flipped framebuffer | ||||
|      * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei | ||||
|      */ | ||||
|     void RendererOpenGL::FlipFramebuffer(u32 addr, u8* out); | ||||
|     void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out); | ||||
| 
 | ||||
| 
 | ||||
|     EmuWindow*  m_render_window;                    ///< Handle to render window
 | ||||
|  |  | |||
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