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	Renderer formatting edits
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				| @ -793,10 +793,10 @@ void RasterizerOpenGL::ReloadColorBuffer() { | ||||
|         for (int x = 0; x < fb_color_texture.width; ++x) { | ||||
|             const u32 coarse_y = y & ~7; | ||||
|             u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel; | ||||
|             u32 gl_px_idx = (x + y * fb_color_texture.width) * bytes_per_pixel; | ||||
|             u32 gl_pixel_index = (x + y * fb_color_texture.width) * bytes_per_pixel; | ||||
| 
 | ||||
|             u8* pixel = color_buffer + dst_offset; | ||||
|             memcpy(&temp_fb_color_buffer[gl_px_idx], pixel, bytes_per_pixel); | ||||
|             memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
| @ -834,11 +834,11 @@ void RasterizerOpenGL::ReloadDepthBuffer() { | ||||
|             for (int x = 0; x < fb_depth_texture.width; ++x) { | ||||
|                 const u32 coarse_y = y & ~7; | ||||
|                 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; | ||||
|                 u32 gl_px_idx = (x + y * fb_depth_texture.width); | ||||
|                 u32 gl_pixel_index = (x + y * fb_depth_texture.width); | ||||
| 
 | ||||
|                 u8* pixel = depth_buffer + dst_offset; | ||||
|                 u32 depth_stencil = *(u32*)pixel; | ||||
|                 ((u32*)temp_fb_depth_data)[gl_px_idx] = (depth_stencil << 8) | (depth_stencil >> 24); | ||||
|                 ((u32*)temp_fb_depth_data)[gl_pixel_index] = (depth_stencil << 8) | (depth_stencil >> 24); | ||||
|             } | ||||
|         } | ||||
|     } else { | ||||
| @ -846,10 +846,10 @@ void RasterizerOpenGL::ReloadDepthBuffer() { | ||||
|             for (int x = 0; x < fb_depth_texture.width; ++x) { | ||||
|                 const u32 coarse_y = y & ~7; | ||||
|                 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; | ||||
|                 u32 gl_px_idx = (x + y * fb_depth_texture.width) * gl_bpp; | ||||
|                 u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp; | ||||
| 
 | ||||
|                 u8* pixel = depth_buffer + dst_offset; | ||||
|                 memcpy(&temp_fb_depth_data[gl_px_idx], pixel, bytes_per_pixel); | ||||
|                 memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| @ -890,10 +890,10 @@ void RasterizerOpenGL::CommitColorBuffer() { | ||||
|                 for (int x = 0; x < fb_color_texture.width; ++x) { | ||||
|                     const u32 coarse_y = y & ~7; | ||||
|                     u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel; | ||||
|                     u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel; | ||||
|                     u32 gl_pixel_index = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel; | ||||
| 
 | ||||
|                     u8* pixel = color_buffer + dst_offset; | ||||
|                     memcpy(pixel, &temp_gl_color_buffer[gl_px_idx], bytes_per_pixel); | ||||
|                     memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel); | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
| @ -930,10 +930,10 @@ void RasterizerOpenGL::CommitDepthBuffer() { | ||||
|                     for (int x = 0; x < fb_depth_texture.width; ++x) { | ||||
|                         const u32 coarse_y = y & ~7; | ||||
|                         u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; | ||||
|                         u32 gl_px_idx = (x + y * fb_depth_texture.width); | ||||
|                         u32 gl_pixel_index = (x + y * fb_depth_texture.width); | ||||
| 
 | ||||
|                         u8* pixel = depth_buffer + dst_offset; | ||||
|                         u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_px_idx]; | ||||
|                         u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index]; | ||||
|                         *(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24); | ||||
|                     } | ||||
|                 } | ||||
| @ -942,10 +942,10 @@ void RasterizerOpenGL::CommitDepthBuffer() { | ||||
|                     for (int x = 0; x < fb_depth_texture.width; ++x) { | ||||
|                         const u32 coarse_y = y & ~7; | ||||
|                         u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; | ||||
|                         u32 gl_px_idx = (x + y * fb_depth_texture.width) * gl_bpp; | ||||
|                         u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp; | ||||
| 
 | ||||
|                         u8* pixel = depth_buffer + dst_offset; | ||||
|                         memcpy(pixel, &temp_gl_depth_data[gl_px_idx], bytes_per_pixel); | ||||
|                         memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel); | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
|  | ||||
| @ -87,7 +87,8 @@ void OpenGLState::Apply() { | ||||
|             color_mask.green_enabled != cur_state.color_mask.green_enabled || | ||||
|             color_mask.blue_enabled != cur_state.color_mask.blue_enabled || | ||||
|             color_mask.alpha_enabled != cur_state.color_mask.alpha_enabled) { | ||||
|         glColorMask(color_mask.red_enabled, color_mask.green_enabled, color_mask.blue_enabled, color_mask.alpha_enabled); | ||||
|         glColorMask(color_mask.red_enabled, color_mask.green_enabled, | ||||
|                     color_mask.blue_enabled, color_mask.alpha_enabled); | ||||
|     } | ||||
| 
 | ||||
|     // Stencil test
 | ||||
| @ -128,14 +129,16 @@ void OpenGLState::Apply() { | ||||
|             blend.color.green != cur_state.blend.color.green || | ||||
|             blend.color.blue != cur_state.blend.color.blue || | ||||
|             blend.color.alpha != cur_state.blend.color.alpha) { | ||||
|         glBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha); | ||||
|         glBlendColor(blend.color.red, blend.color.green, | ||||
|                      blend.color.blue, blend.color.alpha); | ||||
|     } | ||||
| 
 | ||||
|     if (blend.src_rgb_func != cur_state.blend.src_rgb_func || | ||||
|             blend.dst_rgb_func != cur_state.blend.dst_rgb_func || | ||||
|             blend.src_a_func != cur_state.blend.src_a_func || | ||||
|             blend.dst_a_func != cur_state.blend.dst_a_func) { | ||||
|         glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func, blend.src_a_func, blend.dst_a_func); | ||||
|         glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func, | ||||
|                             blend.src_a_func, blend.dst_a_func); | ||||
|     } | ||||
| 
 | ||||
|     if (logic_op != cur_state.logic_op) { | ||||
|  | ||||
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