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https://github.com/trezor/trezor-firmware.git
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refactor(core): remove redundant TREZOR_FONT_BPP
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@ -3,7 +3,6 @@
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#define DISPLAY_RESX 128
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#define DISPLAY_RESY 64
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#define TREZOR_FONT_BPP 1
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#define WINDOW_WIDTH 193
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#define WINDOW_HEIGHT 339
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@ -1,10 +1,8 @@
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#ifndef BOARDS_T2T1_UNIX_H
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#define BOARDS_T2T1_UNIX_H
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// ILI9341V, GC9307 and ST7789V drivers support 240px x 320px display resolution
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#define DISPLAY_RESX 240
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#define DISPLAY_RESY 240
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#define TREZOR_FONT_BPP 4
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#define ORIENTATION_NSEW 1
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@ -3,7 +3,6 @@
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#define DISPLAY_RESX 128
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#define DISPLAY_RESY 64
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#define TREZOR_FONT_BPP 1
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#define WINDOW_WIDTH 193
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#define WINDOW_HEIGHT 339
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@ -3,7 +3,6 @@
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#define DISPLAY_RESX 240
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#define DISPLAY_RESY 240
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#define TREZOR_FONT_BPP 4
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#define WINDOW_WIDTH 400
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#define WINDOW_HEIGHT 600
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@ -3,7 +3,6 @@
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#define DISPLAY_RESX 380
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#define DISPLAY_RESY 520
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#define TREZOR_FONT_BPP 4
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#define WINDOW_WIDTH 400
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#define WINDOW_HEIGHT 600
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@ -4,7 +4,6 @@
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#include STM32_HAL_H
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#define TREZOR_FONT_BPP 4
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#define DISPLAY_FRAMEBUFFER_WIDTH DISPLAY_RESX
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#define DISPLAY_FRAMEBUFFER_HEIGHT DISPLAY_RESY
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#define DISPLAY_FRAMEBUFFER_OFFSET_X 0
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@ -14,7 +14,6 @@ typedef struct {
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#define MAX_DISPLAY_RESX 240
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#define MAX_DISPLAY_RESY 320
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#define DISPLAY_COLOR_MODE DMA2D_OUTPUT_RGB565
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#define TREZOR_FONT_BPP 4
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#ifdef DISPLAY_I8080_16BIT_DW
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#define DISP_MEM_TYPE uint16_t
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@ -5,6 +5,5 @@
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#define MAX_DISPLAY_RESY 128
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#define DISPLAY_RESX 128
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#define DISPLAY_RESY 128
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#define TREZOR_FONT_BPP 1
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#endif //_UG_2828TSWIG01_H
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@ -5,6 +5,5 @@
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#define MAX_DISPLAY_RESY 64
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#define DISPLAY_RESX 128
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#define DISPLAY_RESY 64
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#define TREZOR_FONT_BPP 1
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#endif //_VG_2864KSWEG01_H
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@ -8,7 +8,6 @@
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#define DISPLAY_FRAMEBUFFER_HEIGHT 480
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#define DISPLAY_FRAMEBUFFER_OFFSET_X 120
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#define DISPLAY_FRAMEBUFFER_OFFSET_Y 120
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#define TREZOR_FONT_BPP 4
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#define DISPLAY_EFFICIENT_CLEAR 1
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@ -153,8 +153,8 @@ void display_init_all(void) {
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}
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SDL_SetRenderDrawColor(RENDERER, 0, 0, 0, 255);
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SDL_RenderClear(RENDERER);
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BUFFER = SDL_CreateRGBSurface(0, DISPLAY_RESX, DISPLAY_RESY, 16,
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0xF800, 0x07E0, 0x001F, 0x0000);
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BUFFER = SDL_CreateRGBSurface(0, DISPLAY_RESX, DISPLAY_RESY, 16, 0xF800,
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0x07E0, 0x001F, 0x0000);
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TEXTURE = SDL_CreateTexture(RENDERER, SDL_PIXELFORMAT_RGB565,
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SDL_TEXTUREACCESS_STREAMING, DISPLAY_RESX,
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DISPLAY_RESY);
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