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RegisterSet: Simplify code by using structs for register definition instead of unions.
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@ -80,17 +80,17 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
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const auto& framebuffer_top = GPU::g_regs.Get<GPU::Regs::FramebufferTop>();
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const auto& framebuffer_sub = GPU::g_regs.Get<GPU::Regs::FramebufferBottom>();
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const u32 active_fb_top = (framebuffer_top.data.active_fb == 1)
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? framebuffer_top.data.address_left2
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: framebuffer_top.data.address_left1;
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const u32 active_fb_sub = (framebuffer_sub.data.active_fb == 1)
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? framebuffer_sub.data.address_left2
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: framebuffer_sub.data.address_left1;
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const u32 active_fb_top = (framebuffer_top.active_fb == 1)
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? framebuffer_top.address_left2
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: framebuffer_top.address_left1;
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const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
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? framebuffer_sub.address_left2
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: framebuffer_sub.address_left1;
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DEBUG_LOG(GPU, "RenderXFB: %x bytes from %x(%xx%x), fmt %x",
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framebuffer_top.data.stride * framebuffer_top.data.height,
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GPU::GetFramebufferAddr(active_fb_top), (int)framebuffer_top.data.width,
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(int)framebuffer_top.data.height, (int)framebuffer_top.data.format);
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framebuffer_top.stride * framebuffer_top.height,
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GPU::GetFramebufferAddr(active_fb_top), (int)framebuffer_top.width,
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(int)framebuffer_top.height, (int)framebuffer_top.format);
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// TODO: This should consider the GPU registers for framebuffer width, height and stride.
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FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_top), m_xfb_top_flipped);
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