Cocoa Port: Fix bug where CPU-based video filters would cause wonky colors on PowerPC Macs.

This commit is contained in:
rogerman 2022-04-18 10:03:09 -07:00
parent a758e3f0df
commit 32461006d9
1 changed files with 3 additions and 3 deletions

View File

@ -4691,7 +4691,7 @@ void OGLClientFetchObject::FetchNativeDisplayToSrcClone(const NDSDisplayID displ
return;
}
ColorspaceConvertBuffer555To8888Opaque<false, false, BESwapDst>(this->_fetchDisplayInfo[bufferIndex].nativeBuffer16[displayID], this->_srcNativeClone[displayID][bufferIndex], GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT);
ColorspaceConvertBuffer555To8888Opaque<false, false, BESwapNone>(this->_fetchDisplayInfo[bufferIndex].nativeBuffer16[displayID], this->_srcNativeClone[displayID][bufferIndex], GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT);
this->_srcCloneNeedsUpdate[displayID][bufferIndex] = false;
if (needsLock)
@ -4752,14 +4752,14 @@ void OGLClientFetchObject::Init()
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, this->_fetchColorFormatOGL, this->_srcNativeClone[NDSDisplayID_Main][i]);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, this->_srcNativeClone[NDSDisplayID_Main][i]);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, this->_texDisplayFetchNative[NDSDisplayID_Touch][i]);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, this->_fetchColorFormatOGL, this->_srcNativeClone[NDSDisplayID_Touch][i]);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, this->_srcNativeClone[NDSDisplayID_Touch][i]);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, this->_texDisplayFetchCustom[NDSDisplayID_Main][i]);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);