mirror of
https://github.com/yuzu-mirror/yuzu
synced 2024-11-24 23:43:03 +00:00
Merge pull request #597 from bunnei/fix-color-component-order
Rasterize with the correct color component order.
This commit is contained in:
commit
c79db48ea1
1 changed files with 24 additions and 11 deletions
|
@ -20,7 +20,7 @@ namespace Rasterizer {
|
|||
|
||||
static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
|
||||
const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
|
||||
u32* color_buffer = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(addr)));
|
||||
u8* color_buffer = Memory::GetPointer(PAddrToVAddr(addr));
|
||||
|
||||
// Similarly to textures, the render framebuffer is laid out from bottom to top, too.
|
||||
// NOTE: The framebuffer height register contains the actual FB height minus one.
|
||||
|
@ -29,8 +29,11 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
|
|||
switch (registers.framebuffer.color_format) {
|
||||
case registers.framebuffer.RGBA8:
|
||||
{
|
||||
u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
|
||||
*(color_buffer + x + y * registers.framebuffer.GetWidth()) = value;
|
||||
u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4;
|
||||
pixel[3] = color.r();
|
||||
pixel[2] = color.g();
|
||||
pixel[1] = color.b();
|
||||
pixel[0] = color.a();
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -42,18 +45,28 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
|
|||
|
||||
static const Math::Vec4<u8> GetPixel(int x, int y) {
|
||||
const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
|
||||
u32* color_buffer_u32 = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(addr)));
|
||||
u8* color_buffer = Memory::GetPointer(PAddrToVAddr(addr));
|
||||
|
||||
y = (registers.framebuffer.height - y);
|
||||
|
||||
u32 value = *(color_buffer_u32 + x + y * registers.framebuffer.GetWidth());
|
||||
switch (registers.framebuffer.color_format) {
|
||||
case registers.framebuffer.RGBA8:
|
||||
{
|
||||
Math::Vec4<u8> ret;
|
||||
ret.a() = value >> 24;
|
||||
ret.r() = (value >> 16) & 0xFF;
|
||||
ret.g() = (value >> 8) & 0xFF;
|
||||
ret.b() = value & 0xFF;
|
||||
u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4;
|
||||
ret.r() = pixel[3];
|
||||
ret.g() = pixel[2];
|
||||
ret.b() = pixel[1];
|
||||
ret.a() = pixel[0];
|
||||
return ret;
|
||||
}
|
||||
default:
|
||||
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format);
|
||||
UNIMPLEMENTED();
|
||||
}
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
static u32 GetDepth(int x, int y) {
|
||||
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
|
||||
|
|
Loading…
Reference in a new issue