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修复居中不严谨和下屏撕裂
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@ -691,16 +691,16 @@ static void gbaGfxHandler(void *args)
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// 所以GPU做的事情就是将18200000的数据逆时针旋转90°
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if( g_oafConfig.scaler == 0 ) // 上屏无缩放
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{
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int base_offset = 96; // 3ds高240, gba高160,居中需要平移40个像素,rgb888每个像素3字节,共120字节
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int base_offset = 57600; // 3ds高240, gba高160,居中需要平移40个像素,rgb888每个像素3字节,共120字节
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// 但是,gpu的transfer engine只支持16字节对齐的地址。所以只能选择16和3的公约数,就是48,96,144,192,240
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GX_displayTransfer((u32*)(0x18180000 + 16*240*3), 368u<<16 | 240u,
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GFX_getFramebuffer(SCREEN_TOP) + 16*240*3 + base_offset, 368u<<16 | 240u, 1u<<12 | 1u<<8);
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GX_displayTransfer((u32*)(0x18180000), 240u<<16 | 240u,
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GFX_getFramebuffer(SCREEN_TOP) + base_offset, 240u<<16 | 240u, 1u<<12 | 1u<<8);
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}
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else if( g_oafConfig.scaler == 3 )//下屏无缩放
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{
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int base_offset = 16*240*3;
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GX_displayTransfer((u32*)(0x18180000), 320u<<16 | 240u,
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GFX_getFramebuffer(SCREEN_BOT), 320u<<16 | 240u, 1u<<12 | 1u<<8);
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int base_offset = 28800;
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GX_displayTransfer((u32*)(0x18180000), 240u<<16 | 240u,
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GFX_getFramebuffer(SCREEN_BOT) + base_offset, 240u<<16 | 240u, 1u<<12 | 1u<<8);
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}
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else GX_displayTransfer((u32*)(0x18180000 + 16*240*3), 368u<<16 | 240u,
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GFX_getFramebuffer(SCREEN_TOP) + 16*240*3, 368u<<16 | 240u, 1u<<12 | 1u<<8);
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@ -941,7 +941,12 @@ Result oafInitAndRun(void)
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{
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LGYFB_init(frameReadyEvent, g_oafConfig.scaler); // 这里把GBA的输出转换成0x18200000处512x512大小的纹理
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patchGbaGpuCmdList(g_oafConfig.scaler);
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if( g_oafConfig.scaler == 3u ) GFX_setFramebufFmt(GFX_BGR8, GFX_BGR8);
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if( g_oafConfig.scaler == 3u )
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{
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memset(consoleGet()->frameBuffer, 0, 320*240*2);
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GFX_setDoubleBuffering( SCREEN_BOT, true );
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GFX_setFramebufFmt(GFX_BGR8, GFX_BGR8);
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}
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}
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createTask(0x800, 3, gbaGfxHandler, (void*)frameReadyEvent);
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g_frameReadyEvent = frameReadyEvent;
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