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authorRyan Houdek <Sonicadvance1@gmail.com>2014-09-19 11:46:11 -0500
committerRyan Houdek <Sonicadvance1@gmail.com>2014-09-19 12:33:15 -0500
commitc5f9301e6e92178af322ca95f2caddabce238c60 (patch)
tree9bcff2697dd7c90db0cf0b728e4177578945737c /Source/Core/VideoBackends/Software/SWmain.cpp
parent32e5043b291158ada1615a2e69ad2d6c142482c6 (diff)
Add a comment to the software renderer that stride should be implemented
Diffstat (limited to 'Source/Core/VideoBackends/Software/SWmain.cpp')
-rw-r--r--Source/Core/VideoBackends/Software/SWmain.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/Software/SWmain.cpp b/Source/Core/VideoBackends/Software/SWmain.cpp
index e1b0f48380..25d9e0d543 100644
--- a/Source/Core/VideoBackends/Software/SWmain.cpp
+++ b/Source/Core/VideoBackends/Software/SWmain.cpp
@@ -203,6 +203,9 @@ void VideoSoftware::Video_Prepare()
// Run from the CPU thread (from VideoInterface.cpp)
void VideoSoftware::Video_BeginField(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight)
{
+ // XXX: fbStride should be implemented properly here
+ // If stride isn't implemented then there are problems with XFB
+ // Animal Crossing is a good example for this.
s_beginFieldArgs.xfbAddr = xfbAddr;
s_beginFieldArgs.fbWidth = fbWidth;
s_beginFieldArgs.fbHeight = fbHeight;