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The GPU color buffer is stored in the same Z-curve (tiled) format as textures. By default, SetDisplayTransfer converts the given buffer from the tiled format to a linear format adapted to the LCD framebuffers.
The GPU color buffer is stored in the same Z-curve (tiled) format as textures. By default, SetDisplayTransfer converts the given buffer from the tiled format to a linear format adapted to the LCD framebuffers.
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Flags:
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* bit12-14 seem to be the output color format. Unknown if there are also bits for the input color format or if it's always RGBA8888.
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* when bit3 is set, no tiled->linear conversion is done, instead the buffer is copied linearly.
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* when bit1 is set, the buffer is converted from linear to tiled. This can be used to upload textures stored linearly. (bit3 has priority over bit1)
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* when bit0 is set, the buffer is mirrored horizontally during the copy.
==GX SetTextureCopy==
==GX SetTextureCopy==