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https://github.com/Lime3DS/Lime3DS.git
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hackish but working way to set the framebuffer location to VRAM (used in ARM11 demos tested thus far, e.g. yeti3DS)
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@ -23,8 +23,8 @@ enum {
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/// Read a GSP GPU hardware register
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void ReadHWRegs(Service::Interface* self) {
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static const u32 framebuffer_1[] = {LCD::VRAM_TOP_LEFT_FRAME1, LCD::VRAM_TOP_RIGHT_FRAME1};
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static const u32 framebuffer_2[] = {LCD::VRAM_TOP_LEFT_FRAME2, LCD::VRAM_TOP_RIGHT_FRAME2};
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static const u32 framebuffer_1[] = {LCD::PADDR_VRAM_TOP_LEFT_FRAME1, LCD::PADDR_VRAM_TOP_RIGHT_FRAME1};
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static const u32 framebuffer_2[] = {LCD::PADDR_VRAM_TOP_LEFT_FRAME2, LCD::PADDR_VRAM_TOP_RIGHT_FRAME2};
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u32* cmd_buff = (u32*)HLE::GetPointer(HLE::CMD_BUFFER_ADDR + Service::kCommandHeaderOffset);
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u32 reg_addr = cmd_buff[1];
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@ -33,14 +33,20 @@ void ReadHWRegs(Service::Interface* self) {
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switch (reg_addr) {
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// NOTE: Calling SetFramebufferLocation here is a hack... Not sure the correct way yet to set
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// whether the framebuffers should be in VRAM or GSP heap, but from what I understand, if the
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// user application is reading from either of these registers, then its going to be in VRAM.
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// Top framebuffer 1 addresses
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case REG_FRAMEBUFFER_1:
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LCD::SetFramebufferLocation(LCD::FRAMEBUFFER_LOCATION_VRAM);
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memcpy(dst, framebuffer_1, size);
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break;
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// Top framebuffer 2 addresses
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case REG_FRAMEBUFFER_2:
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memcpy(dst, framebuffer_1, size);
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LCD::SetFramebufferLocation(LCD::FRAMEBUFFER_LOCATION_VRAM);
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memcpy(dst, framebuffer_2, size);
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break;
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default:
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