Renderer: Fix component order in bottom framebuffer.
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@ -124,7 +124,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
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// Update textures with contents of XFB in RAM - bottom
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// Update textures with contents of XFB in RAM - bottom
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
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glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
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GL_RGB, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
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GL_BGR, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Render target is destination framebuffer
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// Render target is destination framebuffer
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@ -84,7 +84,6 @@ private:
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// "Flipped" framebuffers translate scanlines from native 3DS left-to-right to top-to-bottom
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// "Flipped" framebuffers translate scanlines from native 3DS left-to-right to top-to-bottom
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// as OpenGL expects them in a texture. There probably is a more efficient way of doing this:
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// as OpenGL expects them in a texture. There probably is a more efficient way of doing this:
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u8 m_xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4];
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u8 m_xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4];
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u8 m_xfb_bottom_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4];
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u8 m_xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4];
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};
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};
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