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.
This commit is contained in:
Scott Mansell
2013-11-23 18:38:15 +13:00
parent 2abcc32bbd
commit a94940edd3
4 changed files with 19 additions and 17 deletions

View File

@ -17,7 +17,7 @@ namespace SWRenderer
void RenderText(const char* pstr, int left, int top, u32 color);
void DrawDebugText();
void UpdateColorTexture(EfbInterface::yuv422_packed *xfb);
void UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight);
void DrawTexture(u8 *texture, int width, int height);
void Swap(u32 fbWidth, u32 fbHeight);