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Rasterize with the correct color component order.

- Fixes a regression with #594.
This commit is contained in:
bunnei 2015-02-22 13:31:53 -05:00
parent dfe807b2cd
commit 733c19ddd3

View file

@ -20,7 +20,7 @@ namespace Rasterizer {
static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) { static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress(); 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. // 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. // 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) { switch (registers.framebuffer.color_format) {
case registers.framebuffer.RGBA8: case registers.framebuffer.RGBA8:
{ {
u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b(); u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4;
*(color_buffer + x + y * registers.framebuffer.GetWidth()) = value; pixel[3] = color.r();
pixel[2] = color.g();
pixel[1] = color.b();
pixel[0] = color.a();
break; 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) { static const Math::Vec4<u8> GetPixel(int x, int y) {
const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress(); 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); 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; Math::Vec4<u8> ret;
ret.a() = value >> 24; u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4;
ret.r() = (value >> 16) & 0xFF; ret.r() = pixel[3];
ret.g() = (value >> 8) & 0xFF; ret.g() = pixel[2];
ret.b() = value & 0xFF; ret.b() = pixel[1];
ret.a() = pixel[0];
return ret; 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) { static u32 GetDepth(int x, int y) {
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress(); const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();