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& | |||||||
|     // Update textures with contents of XFB in RAM - bottom |     // Update textures with contents of XFB in RAM - bottom | ||||||
|     glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom); |     glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom); | ||||||
|     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, |     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); |     glBindTexture(GL_TEXTURE_2D, 0); | ||||||
|  |  | ||||||
|     // Render target is destination framebuffer |     // Render target is destination framebuffer | ||||||
|   | |||||||
| @@ -84,7 +84,6 @@ private: | |||||||
|     // "Flipped" framebuffers translate scanlines from native 3DS left-to-right to top-to-bottom |     // "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: |     // 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_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4]; | ||||||
|     u8 m_xfb_bottom_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4];    |     u8 m_xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4]; | ||||||
|  |  | ||||||
| }; | }; | ||||||
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