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fix for rbga8 decoding that causes problems in nsmbw
fix for screen clearing in opengl and d3d git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5749 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -787,13 +787,15 @@ bool Renderer::SetScissorRect()
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
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{
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// Update the view port for clearing the picture
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glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
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TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
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glViewport(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
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glScissor(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
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// Always set the scissor in case it was set by the game and has not been reset
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glScissor(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
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VertexShaderManager::SetViewportChanged();
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@ -805,7 +807,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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((color >> 16) & 0xFF) / 255.0f,
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((color >> 8) & 0xFF) / 255.0f,
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(color & 0xFF) / 255.0f,
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(alphaEnable ? ((color >> 24) & 0xFF) / 255.0f : 1.0f)
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((color >> 24) & 0xFF) / 255.0f
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);
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}
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if (zEnable)
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@ -1242,8 +1244,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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// Renderer::SetZBufferRender();
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// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, GetTargetWidth(), GetTargetHeight());
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XFBWrited = false;
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g_VideoInitialize.pCopiedToXFB(true);
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g_VideoInitialize.pCopiedToXFB(XFBWrited);
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}
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// Create On-Screen-Messages
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