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	Renderer: Fix component order in bottom framebuffer.
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					 2 changed files with 4 additions and 5 deletions
				
			
		|  | @ -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
 | ||||
|  |  | |||
|  | @ -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]; | ||||
| }; | ||||
|  |  | |||
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