fixed renderer to use correct framebuffer location
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a6c925112a
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1142ccba03
2 changed files with 7 additions and 8 deletions
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@ -53,12 +53,11 @@ void RendererOpenGL::SwapBuffers() {
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/**
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* Helper function to flip framebuffer from left-to-right to top-to-bottom
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* @param addr Address of framebuffer in RAM
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* @param in Pointer to input raw framebuffer in V/RAM
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* @param out Pointer to output buffer with flipped framebuffer
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* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
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*/
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void RendererOpenGL::FlipFramebuffer(u32 addr, u8* out) {
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u8* in = Memory::GetPointer(addr);
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void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
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for (int y = 0; y < VideoCore::kScreenTopHeight; y++) {
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for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
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int in_coord = (VideoCore::kScreenTopHeight * 3 * x) + (VideoCore::kScreenTopHeight * 3)
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@ -77,10 +76,10 @@ void RendererOpenGL::FlipFramebuffer(u32 addr, u8* out) {
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* @param src_rect Source rectangle in XFB to copy
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* @param dst_rect Destination rectangle in output framebuffer to copy to
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*/
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void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) {
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void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) {
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FlipFramebuffer(LCD::TOP_RIGHT_FRAME1, m_xfb_top_flipped);
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FlipFramebuffer(LCD::SUB_FRAME1, m_xfb_bottom_flipped);
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FlipFramebuffer(LCD::GetFramebufferPointer(LCD::g_regs.framebuffer_top_left_1), m_xfb_top_flipped);
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FlipFramebuffer(LCD::GetFramebufferPointer(LCD::g_regs.framebuffer_sub_left_1), m_xfb_bottom_flipped);
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// Blit the top framebuffer
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// ------------------------
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@ -55,11 +55,11 @@ private:
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/**
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* Helper function to flip framebuffer from left-to-right to top-to-bottom
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* @param addr Address of framebuffer in RAM
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* @param in Pointer to input raw framebuffer in V/RAM
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* @param out Pointer to output buffer with flipped framebuffer
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* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
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*/
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void RendererOpenGL::FlipFramebuffer(u32 addr, u8* out);
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void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out);
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EmuWindow* m_render_window; ///< Handle to render window
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