Set the flipped flag to false on debug buffers

This commit is contained in:
Henrik Rydgard 2015-11-01 23:09:41 +01:00
parent 14652f0650
commit 95240d46e8

View File

@ -1898,7 +1898,7 @@ bool FramebufferManager::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferF
return true;
}
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GE_FORMAT_8888, true, true);
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GE_FORMAT_8888, false, true);
if (vfb->fbo)
fbo_bind_for_read(vfb->fbo);
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
@ -1915,7 +1915,7 @@ bool FramebufferManager::GetDisplayFramebuffer(GPUDebugBuffer &buffer) {
int pw = PSP_CoreParameter().pixelWidth;
int ph = PSP_CoreParameter().pixelHeight;
buffer.Allocate(pw, ph, GPU_DBG_FORMAT_888_RGB, true);
buffer.Allocate(pw, ph, GPU_DBG_FORMAT_888_RGB, false);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, pw, ph, GL_RGB, GL_UNSIGNED_BYTE, buffer.GetData());
return true;
@ -1933,7 +1933,7 @@ bool FramebufferManager::GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_add
return true;
}
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT, true);
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT, false);
if (vfb->fbo)
fbo_bind_for_read(vfb->fbo);
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
@ -1958,7 +1958,7 @@ bool FramebufferManager::GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebu
}
#ifndef USING_GLES2
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_8BIT, true);
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_8BIT, false);
if (vfb->fbo)
fbo_bind_for_read(vfb->fbo);
glReadBuffer(GL_STENCIL_ATTACHMENT);