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author | bunnei <ericbunnie@gmail.com> | 2014-04-27 18:42:01 +0200 |
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committer | bunnei <ericbunnie@gmail.com> | 2014-04-27 18:42:01 +0200 |
commit | 1142ccba035afbe75ab707a81633c6cc26515848 (patch) | |
tree | fb0aa6f63cdeb42b079e9fa7a6a6fa5cb1545e0e /src | |
parent | hackish but working way to set the framebuffer location to VRAM (used in ARM11 demos tested thus far, e.g. yeti3DS) (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.cpp | 11 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.h | 4 |
2 files changed, 7 insertions, 8 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index cf7b029ab..b63a73d18 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -53,12 +53,11 @@ void RendererOpenGL::SwapBuffers() { /** * Helper function to flip framebuffer from left-to-right to top-to-bottom - * @param addr Address of framebuffer in RAM + * @param in Pointer to input raw framebuffer in V/RAM * @param out Pointer to output buffer with flipped framebuffer * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei */ -void RendererOpenGL::FlipFramebuffer(u32 addr, u8* out) { - u8* in = Memory::GetPointer(addr); +void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) { for (int y = 0; y < VideoCore::kScreenTopHeight; y++) { for (int x = 0; x < VideoCore::kScreenTopWidth; x++) { int in_coord = (VideoCore::kScreenTopHeight * 3 * x) + (VideoCore::kScreenTopHeight * 3) @@ -77,10 +76,10 @@ void RendererOpenGL::FlipFramebuffer(u32 addr, u8* out) { * @param src_rect Source rectangle in XFB to copy * @param dst_rect Destination rectangle in output framebuffer to copy to */ -void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) { +void RendererOpenGL::RenderXFB(const Rect& src_rect, const Rect& dst_rect) { - FlipFramebuffer(LCD::TOP_RIGHT_FRAME1, m_xfb_top_flipped); - FlipFramebuffer(LCD::SUB_FRAME1, m_xfb_bottom_flipped); + FlipFramebuffer(LCD::GetFramebufferPointer(LCD::g_regs.framebuffer_top_left_1), m_xfb_top_flipped); + FlipFramebuffer(LCD::GetFramebufferPointer(LCD::g_regs.framebuffer_sub_left_1), m_xfb_bottom_flipped); // Blit the top framebuffer // ------------------------ diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index 00aa17649..676a0ea02 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -55,11 +55,11 @@ private: /** * Helper function to flip framebuffer from left-to-right to top-to-bottom - * @param addr Address of framebuffer in RAM + * @param in Pointer to input raw framebuffer in V/RAM * @param out Pointer to output buffer with flipped framebuffer * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei */ - void RendererOpenGL::FlipFramebuffer(u32 addr, u8* out); + void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out); EmuWindow* m_render_window; ///< Handle to render window |