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Fix GXPeekARGB, this fixes Killer 7, and Wind Waker's pictograph quest :D
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4034 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -564,6 +564,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
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// TODO (FIX) : currently, AA path is broken/offset and doesn't return the correct pixel
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switch (type)
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{
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@ -593,10 +594,13 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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// TODO: Implement
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break;
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case PEEK_COLOR:
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case PEEK_COLOR: // GXPeekARGB
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{
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// TODO: Find some way to test PEEK_COLOR. Wind Waker may be using it
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// for pictograph quests.
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// Although it may sound strange, this really is A8R8G8B8 and not RGBA or 24-bit...
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// Tested in Killer 7, the first 8bits represent the alpha value which is used to
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// determine if we're aiming at an enemy (0x80 / 0x88) or not (0x70)
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// Wind Waker is also using it for the pictograph to determine the color of each pixel
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if (s_MSAASamples > 1)
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{
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@ -609,13 +613,12 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
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int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
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// Read back pixel in BGRA format, then byteswap to get GameCube's
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// ARGB format.
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// Read back pixel in BGRA format, then byteswap to get GameCube's ARGB Format.
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u32 color = 0;
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glReadPixels(srcX, srcY, 1, 1, GL_BGRA, GL_UNSIGNED_BYTE, &color);
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glReadPixels(srcX, srcY, 1, 1, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &color);
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GL_REPORT_ERRORD();
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return Common::swap32(color);
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return color;
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}
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case POKE_COLOR:
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