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https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-06-10 12:55:48 -04:00
Implemented UI for controlling autosaving, fixed general config defaults not being applied correctly
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@@ -521,7 +521,7 @@ public:
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if (row_byte_padding == 0) {
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// Copy row-by-row if the image is flipped.
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if (flip_y) {
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for (uint32_t row = 0; row < source_dimensions.y; row++) {
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for (int row = 0; row < source_dimensions.y; row++) {
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memcpy(dst_data + row_byte_width * (source_dimensions.y - row - 1), source + row_byte_width * row, row_byte_width);
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}
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}
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@@ -536,7 +536,7 @@ public:
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uint32_t src_stride = flip_y ? -row_pitch : row_pitch;
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size_t offset = 0;
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for (uint32_t row = 0; row < source_dimensions.y; row++) { //(offset + increment) <= image_size_bytes) {
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for (int row = 0; row < source_dimensions.y; row++) { //(offset + increment) <= image_size_bytes) {
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memcpy(dst_data, src_data, row_pitch);
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src_data += src_stride;
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offset += row_pitch;
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@@ -581,7 +581,7 @@ public:
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mvp_ = projection_mtx_ * transform_;
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}
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void start(RT64::RenderCommandList* list, uint32_t image_width, uint32_t image_height) {
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void start(RT64::RenderCommandList* list, int image_width, int image_height) {
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list_ = list;
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if (multisampling_.sampleCount > 1) {
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