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Support displaying from an offset in a framebuf #6245

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merged 5 commits into from
Jun 7, 2014

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unknownbrackets
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It seems like this is what Silent Hill is doing, I think. Got some confirmation that this fixes at least one of the Silent Hill games.

Also, be a bit more careful with framebuffers that don't match the display format, mostly for videos, after having relaxed the format check.

-[Unknown]

@daniel229
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Fixes flickering of Silent Hill Zero and #6238

@hrydgard
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hrydgard commented Jun 7, 2014

With all this framebuffer searching and things like the strange uses of blockcopy offsets in Grand Knights History and texturing outside buffers in Breath of Fire, I'm starting to think that we should create some kind of map of VRAM with our beliefs of what buffers are where. Technically our lists of framebuffers and textures already form that map, but you know, a little more explicitly.

Anyhow, seems fine.

hrydgard added a commit that referenced this pull request Jun 7, 2014
Support displaying from an offset in a framebuf
@hrydgard hrydgard merged commit 2696710 into hrydgard:master Jun 7, 2014
@unknownbrackets
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I think really the most important is just the framebuffers. Textures are important only for invalidation, but we scan them all the time now (by default) anyway.

-[Unknown]

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4 participants