OpenGL: Implement color and z pokes.
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@ -1064,12 +1064,46 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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}
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case POKE_COLOR:
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case POKE_Z:
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// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
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// the exact location. Note: EFB pokes are susceptible to Z-buffering
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// and perhaps blending.
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//WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
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{
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ResetAPIState();
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glClearColor(float((poke_data >> 16) & 0xFF) / 255.0f,
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float((poke_data >> 8) & 0xFF) / 255.0f,
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float((poke_data >> 0) & 0xFF) / 255.0f,
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float((poke_data >> 24) & 0xFF) / 255.0f);
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glEnable(GL_SCISSOR_TEST);
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glScissor(targetPixelRc.left, targetPixelRc.bottom, targetPixelRc.GetWidth(), targetPixelRc.GetHeight());
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glClear(GL_COLOR_BUFFER_BIT);
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RestoreAPIState();
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// TODO: Could just update the EFB cache with the new value
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ClearEFBCache();
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break;
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}
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case POKE_Z:
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{
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ResetAPIState();
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glDepthMask(GL_TRUE);
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glClearDepthf(float(poke_data & 0xFFFFFF) / float(0xFFFFFF));
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glEnable(GL_SCISSOR_TEST);
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glScissor(targetPixelRc.left, targetPixelRc.bottom, targetPixelRc.GetWidth(), targetPixelRc.GetHeight());
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glClear(GL_DEPTH_BUFFER_BIT);
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RestoreAPIState();
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// TODO: Could just update the EFB cache with the new value
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ClearEFBCache();
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break;
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}
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default:
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break;
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