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XFB width/height handling fixes #336
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Does this help Issue 7249 |
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I can't tell what settings the reporter of issue 7249 was using, and I don't have the game, so I don't know. Are you offering to help test? :-) |
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I was the reporter and i am willing to test |
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Okay... I took another look at that issue report, and if I'm understanding it correctly, it's probably not related. We can continue the discussion in issue 7249. |
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| }; | |||
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| union UVIHorizontalStepping { | |||
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LGTM once the coding style issue and my other comment are addressed. |
What we call "fbWidth" here is really the stride, but I'll fix that in a followup.
We need to do this to correctly deal with games which dynamically change the XFB width and height.
Matching the hardware more closely will hopefully make this code easier to read.
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Updated to address review comment. |
XFB width/height handling fixes
A couple fixes to help games which mess with the width/height of the XFB (in Real XFB mode). This doesn't implement horizontal scaling, so there will still be junk on the left side of the screen in games which use horizontal scaling, but this is a step in the right direction. Vertical scaling should work correctly, and games which displayed gibberish using RealXFB should at least display something recognizable.
(I'm still working on the horizontal scaling fix, but I want to make sure this part doesn't cause any regressions.)