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@ -793,10 +793,10 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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for (int x = 0; x < fb_color_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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u32 gl_px_idx = (x + y * fb_color_texture.width) * bytes_per_pixel;
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u32 gl_pixel_index = (x + y * fb_color_texture.width) * bytes_per_pixel;
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u8* pixel = color_buffer + dst_offset;
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memcpy(&temp_fb_color_buffer[gl_px_idx], pixel, bytes_per_pixel);
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memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
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}
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}
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@ -834,11 +834,11 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 gl_px_idx = (x + y * fb_depth_texture.width);
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u32 gl_pixel_index = (x + y * fb_depth_texture.width);
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u8* pixel = depth_buffer + dst_offset;
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u32 depth_stencil = *(u32*)pixel;
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((u32*)temp_fb_depth_data)[gl_px_idx] = (depth_stencil << 8) | (depth_stencil >> 24);
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((u32*)temp_fb_depth_data)[gl_pixel_index] = (depth_stencil << 8) | (depth_stencil >> 24);
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}
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}
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} else {
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@ -846,10 +846,10 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 gl_px_idx = (x + y * fb_depth_texture.width) * gl_bpp;
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u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
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u8* pixel = depth_buffer + dst_offset;
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memcpy(&temp_fb_depth_data[gl_px_idx], pixel, bytes_per_pixel);
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memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
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}
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}
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}
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@ -890,10 +890,10 @@ void RasterizerOpenGL::CommitColorBuffer() {
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for (int x = 0; x < fb_color_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
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u32 gl_pixel_index = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
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u8* pixel = color_buffer + dst_offset;
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memcpy(pixel, &temp_gl_color_buffer[gl_px_idx], bytes_per_pixel);
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memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
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}
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}
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}
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@ -930,10 +930,10 @@ void RasterizerOpenGL::CommitDepthBuffer() {
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 gl_px_idx = (x + y * fb_depth_texture.width);
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u32 gl_pixel_index = (x + y * fb_depth_texture.width);
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u8* pixel = depth_buffer + dst_offset;
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u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_px_idx];
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u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
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*(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24);
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}
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}
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@ -942,10 +942,10 @@ void RasterizerOpenGL::CommitDepthBuffer() {
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 gl_px_idx = (x + y * fb_depth_texture.width) * gl_bpp;
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u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
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u8* pixel = depth_buffer + dst_offset;
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memcpy(pixel, &temp_gl_depth_data[gl_px_idx], bytes_per_pixel);
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memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
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}
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}
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}
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