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	Rasterize with the correct color component order.
- Fixes a regression with #594.
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					 1 changed files with 24 additions and 11 deletions
				
			
		|  | @ -20,7 +20,7 @@ namespace Rasterizer { | |||
| 
 | ||||
| static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) { | ||||
|     const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress(); | ||||
|     u32* color_buffer = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(addr))); | ||||
|     u8* color_buffer = Memory::GetPointer(PAddrToVAddr(addr)); | ||||
| 
 | ||||
|     // Similarly to textures, the render framebuffer is laid out from bottom to top, too.
 | ||||
|     // NOTE: The framebuffer height register contains the actual FB height minus one.
 | ||||
|  | @ -29,8 +29,11 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) { | |||
|     switch (registers.framebuffer.color_format) { | ||||
|     case registers.framebuffer.RGBA8: | ||||
|     { | ||||
|         u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b(); | ||||
|         *(color_buffer + x + y * registers.framebuffer.GetWidth()) = value; | ||||
|         u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4; | ||||
|         pixel[3] = color.r(); | ||||
|         pixel[2] = color.g(); | ||||
|         pixel[1] = color.b(); | ||||
|         pixel[0] = color.a(); | ||||
|         break; | ||||
|     } | ||||
| 
 | ||||
|  | @ -42,17 +45,27 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) { | |||
| 
 | ||||
| static const Math::Vec4<u8> GetPixel(int x, int y) { | ||||
|     const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress(); | ||||
|     u32* color_buffer_u32 = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(addr))); | ||||
|     u8* color_buffer = Memory::GetPointer(PAddrToVAddr(addr)); | ||||
| 
 | ||||
|     y = (registers.framebuffer.height - y); | ||||
| 
 | ||||
|     u32 value = *(color_buffer_u32 + x + y * registers.framebuffer.GetWidth()); | ||||
|     Math::Vec4<u8> ret; | ||||
|     ret.a() = value >> 24; | ||||
|     ret.r() = (value >> 16) & 0xFF; | ||||
|     ret.g() = (value >> 8) & 0xFF; | ||||
|     ret.b() = value & 0xFF; | ||||
|     return ret; | ||||
|     switch (registers.framebuffer.color_format) { | ||||
|     case registers.framebuffer.RGBA8: | ||||
|     { | ||||
|         Math::Vec4<u8> ret; | ||||
|         u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4; | ||||
|         ret.r() = pixel[3]; | ||||
|         ret.g() = pixel[2]; | ||||
|         ret.b() = pixel[1]; | ||||
|         ret.a() = pixel[0]; | ||||
|         return ret; | ||||
|     } | ||||
|     default: | ||||
|         LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format); | ||||
|         UNIMPLEMENTED(); | ||||
|     } | ||||
| 
 | ||||
|     return {}; | ||||
|  } | ||||
| 
 | ||||
| static u32 GetDepth(int x, int y) { | ||||
|  |  | |||
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