Renderer: Add a few TODOs.
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@ -61,10 +61,11 @@ void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
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int in_coord = 0;
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for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
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for (int y = VideoCore::kScreenTopHeight-1; y >= 0; y--) {
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// TODO: Properly support other framebuffer formats
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int out_coord = (x + y * VideoCore::kScreenTopWidth) * 3;
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out[out_coord] = in[in_coord];
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out[out_coord + 1] = in[in_coord + 1];
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out[out_coord + 2] = in[in_coord + 2];
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out[out_coord] = in[in_coord]; // blue?
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out[out_coord + 1] = in[in_coord + 1]; // green?
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out[out_coord + 2] = in[in_coord + 2]; // red?
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in_coord+=3;
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}
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}
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@ -77,6 +78,12 @@ void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
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*/
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void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect) {
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DEBUG_LOG(GPU, "RenderXFB: %x bytes from %x(%xx%x), fmt %x",
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GPU::g_regs.top_framebuffer.stride * GPU::g_regs.top_framebuffer.height,
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GPU::GetFramebufferAddr(GPU::g_regs.framebuffer_top_left_1), (int)GPU::g_regs.top_framebuffer.width,
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(int)GPU::g_regs.top_framebuffer.height, (int)GPU::g_regs.top_framebuffer.format);
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// TODO: This should consider the GPU registers for framebuffer width, height and stride.
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FlipFramebuffer(GPU::GetFramebufferPointer(GPU::g_regs.framebuffer_top_left_1), m_xfb_top_flipped);
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FlipFramebuffer(GPU::GetFramebufferPointer(GPU::g_regs.framebuffer_sub_left_1), m_xfb_bottom_flipped);
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