HWRenderer: Clarified a comment about framebuffer readbacks.

This commit is contained in:
Subv 2015-08-16 17:01:56 -05:00
parent 9d0f22d24f
commit 1e5a32fce3

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@ -848,7 +848,7 @@ void RasterizerOpenGL::ReloadColorBuffer() {
std::unique_ptr<u8[]> temp_fb_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]); std::unique_ptr<u8[]> temp_fb_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary. // Directly copy pixels. The OpenGL internal formats match the 3DS ones, so no conversion is necessary.
switch (bytes_per_pixel) { switch (bytes_per_pixel) {
case 4: case 4:
VideoCore::CopyTextureAndTile<u32>((u32*)temp_fb_color_buffer.get(), (u32*)color_buffer, fb_color_texture.width, fb_color_texture.height); VideoCore::CopyTextureAndTile<u32>((u32*)temp_fb_color_buffer.get(), (u32*)color_buffer, fb_color_texture.width, fb_color_texture.height);
@ -967,7 +967,7 @@ void RasterizerOpenGL::CommitColorBuffer() {
state.texture_units[0].texture_2d = 0; state.texture_units[0].texture_2d = 0;
state.Apply(); state.Apply();
// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary. // Directly copy pixels. The OpenGL internal formats match the 3DS ones, so no conversion is necessary.
switch (bytes_per_pixel) { switch (bytes_per_pixel) {
case 4: case 4:
VideoCore::CopyTextureAndTile<u32>((u32*)color_buffer, (u32*)temp_gl_color_buffer.get(), fb_color_texture.width, fb_color_texture.height); VideoCore::CopyTextureAndTile<u32>((u32*)color_buffer, (u32*)temp_gl_color_buffer.get(), fb_color_texture.width, fb_color_texture.height);