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Commit 3b78af90 authored by Tony Wasserka's avatar Tony Wasserka
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Pica/Rasterizer: Textures seem to be laid out flipped vertically.

Not sure if this is a correct fix. Probably should instead change the decoding logic itself.
parent 3da52ead
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...@@ -214,7 +214,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, ...@@ -214,7 +214,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
} }
}; };
s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width); s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width);
t = GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height); t = registers.texture0.height - 1 - GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height);
u8* texture_data = Memory::GetPointer(PAddrToVAddr(texture.config.GetPhysicalAddress())); u8* texture_data = Memory::GetPointer(PAddrToVAddr(texture.config.GetPhysicalAddress()));
auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format); auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
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