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Merge pull request #597 from bunnei/fix-color-component-order
Rasterize with the correct color component order.
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commit
c79db48ea1
@ -20,7 +20,7 @@ namespace Rasterizer {
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static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
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static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
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const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
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const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
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u32* color_buffer = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(addr)));
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u8* color_buffer = Memory::GetPointer(PAddrToVAddr(addr));
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// Similarly to textures, the render framebuffer is laid out from bottom to top, too.
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// Similarly to textures, the render framebuffer is laid out from bottom to top, too.
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// NOTE: The framebuffer height register contains the actual FB height minus one.
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// NOTE: The framebuffer height register contains the actual FB height minus one.
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@ -29,8 +29,11 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
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switch (registers.framebuffer.color_format) {
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switch (registers.framebuffer.color_format) {
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case registers.framebuffer.RGBA8:
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case registers.framebuffer.RGBA8:
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{
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{
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u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
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u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4;
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*(color_buffer + x + y * registers.framebuffer.GetWidth()) = value;
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pixel[3] = color.r();
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pixel[2] = color.g();
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pixel[1] = color.b();
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pixel[0] = color.a();
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break;
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break;
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}
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}
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@ -42,18 +45,28 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
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static const Math::Vec4<u8> GetPixel(int x, int y) {
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static const Math::Vec4<u8> GetPixel(int x, int y) {
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const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
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const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
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u32* color_buffer_u32 = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(addr)));
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u8* color_buffer = Memory::GetPointer(PAddrToVAddr(addr));
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y = (registers.framebuffer.height - y);
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y = (registers.framebuffer.height - y);
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u32 value = *(color_buffer_u32 + x + y * registers.framebuffer.GetWidth());
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switch (registers.framebuffer.color_format) {
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case registers.framebuffer.RGBA8:
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{
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Math::Vec4<u8> ret;
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Math::Vec4<u8> ret;
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ret.a() = value >> 24;
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u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4;
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ret.r() = (value >> 16) & 0xFF;
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ret.r() = pixel[3];
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ret.g() = (value >> 8) & 0xFF;
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ret.g() = pixel[2];
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ret.b() = value & 0xFF;
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ret.b() = pixel[1];
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ret.a() = pixel[0];
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return ret;
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return ret;
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}
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}
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default:
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LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format);
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UNIMPLEMENTED();
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}
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return {};
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}
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static u32 GetDepth(int x, int y) {
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static u32 GetDepth(int x, int y) {
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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