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Videosoftware realxfb: Fixed a few bugs while testing Zelda: Collectors Edition
* Don't force a frame to be progressive if it's already progressive. * Don't assume the framebuffer will be 640 pixels wide * Remember to offset the Luma channel by 16.
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@ -17,7 +17,7 @@ namespace SWRenderer
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void RenderText(const char* pstr, int left, int top, u32 color);
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void DrawDebugText();
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void UpdateColorTexture(EfbInterface::yuv422_packed *xfb);
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void UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight);
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void DrawTexture(u8 *texture, int width, int height);
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void Swap(u32 fbWidth, u32 fbHeight);
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