Merge pull request #16 from Sethpaien/master
Update FlipFramebuffer - makes converting the raw framebuffer slightly faster
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		| @@ -58,15 +58,14 @@ void RendererOpenGL::SwapBuffers() { | ||||
|  * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei | ||||
|  */ | ||||
| void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) { | ||||
|     for (int y = 0; y < VideoCore::kScreenTopHeight; y++) { | ||||
|         for (int x = 0; x < VideoCore::kScreenTopWidth; x++) { | ||||
|             int in_coord = (VideoCore::kScreenTopHeight * 3 * x) + (VideoCore::kScreenTopHeight * 3) | ||||
|                 - (3 * y + 3); | ||||
|             int out_coord = (VideoCore::kScreenTopWidth * y * 3) + (x * 3); | ||||
|  | ||||
|             out[out_coord + 0] = in[in_coord + 0]; | ||||
|     int in_coord = 0; | ||||
|     for (int x = 0; x < VideoCore::kScreenTopWidth; x++) { | ||||
|         for (int y = VideoCore::kScreenTopHeight-1; y >= 0; y--) { | ||||
|             int out_coord = (x + y * VideoCore::kScreenTopWidth) * 3; | ||||
|             out[out_coord] = in[in_coord]; | ||||
|             out[out_coord + 1] = in[in_coord + 1]; | ||||
|             out[out_coord + 2] = in[in_coord + 2]; | ||||
|             in_coord+=3; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|   | ||||
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