Pica/Rasterizer: Textures seem to be laid out flipped vertically.
Not sure if this is a correct fix. Probably should instead change the decoding logic itself.
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@ -214,7 +214,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width);
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s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width);
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t = GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height);
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t = registers.texture0.height - 1 - GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height);
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u8* texture_data = Memory::GetPointer(PAddrToVAddr(texture.config.GetPhysicalAddress()));
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u8* texture_data = Memory::GetPointer(PAddrToVAddr(texture.config.GetPhysicalAddress()));
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auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
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auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
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