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author | Tony Wasserka <NeoBrainX@gmail.com> | 2014-07-11 19:40:34 +0200 |
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committer | Tony Wasserka <NeoBrainX@gmail.com> | 2014-07-23 00:33:08 +0200 |
commit | c6fdeb7b23f72b356b58a4573e51fc4ddf6db9ab (patch) | |
tree | 6acfcdf0a20d637dbce33d9c7bd0a83545fe1ca0 /src/video_core | |
parent | Renderer: Respect the active_fb GPU register. (diff) | |
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Diffstat (limited to 'src/video_core')
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.cpp | 2 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.h | 7 |
2 files changed, 4 insertions, 5 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index c549f4744..047c69185 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -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 diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index dd811cad6..30f4febe0 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -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]; - -};
\ No newline at end of file + u8 m_xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4]; + u8 m_xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4]; +}; |