pcsx2/plugins/zzogl-pg/opengl/ZZoglFlushHack.h

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/* ZZ Open GL graphics plugin
* Copyright (c)2010 gregory.hainaut@gmail.com
* Based on GSdx Copyright (C) 2007-2009 Gabest
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/* This file is a collection of hack for removing the blur effect on some games
* The blur renders very badly on high screen flat panel.
*
* To avoid severals combo-box, the hack detects the game based on crc
*/
#ifndef ZZOGL_FLUSH_HACK_H_INCLUDED
#define ZZOGL_FLUSH_HACK_H_INCLUDED
#include "GS.h"
#include "targets.h"
extern int g_SkipFlushFrame;
struct GSFrameInfo
{
u32 FBP;
u32 FPSM;
u32 FBMSK;
u32 TBP0;
u32 TPSM;
u32 TZTST;
bool TME;
};
typedef void (*GetSkipCount)(const GSFrameInfo& fi, int& skip);
extern GetSkipCount GetSkipCount_Handler;
void GSC_Okami(const GSFrameInfo& fi, int& skip);
void GSC_MetalGearSolid3(const GSFrameInfo& fi, int& skip);
void GSC_DBZBT2(const GSFrameInfo& fi, int& skip);
void GSC_DBZBT3(const GSFrameInfo& fi, int& skip);
void GSC_SFEX3(const GSFrameInfo& fi, int& skip);
void GSC_Bully(const GSFrameInfo& fi, int& skip);
void GSC_BullyCC(const GSFrameInfo& fi, int& skip);
void GSC_SoTC(const GSFrameInfo& fi, int& skip);
void GSC_OnePieceGrandAdventure(const GSFrameInfo& fi, int& skip);
void GSC_OnePieceGrandBattle(const GSFrameInfo& fi, int& skip);
void GSC_ICO(const GSFrameInfo& fi, int& skip);
void GSC_GT4(const GSFrameInfo& fi, int& skip);
void GSC_WildArms4(const GSFrameInfo& fi, int& skip);
void GSC_WildArms5(const GSFrameInfo& fi, int& skip);
void GSC_Manhunt2(const GSFrameInfo& fi, int& skip);
void GSC_CrashBandicootWoC(const GSFrameInfo& fi, int& skip);
void GSC_ResidentEvil4(const GSFrameInfo& fi, int& skip);
void GSC_Spartan(const GSFrameInfo& fi, int& skip);
void GSC_AceCombat4(const GSFrameInfo& fi, int& skip);
void GSC_Drakengard2(const GSFrameInfo& fi, int& skip);
void GSC_Tekken5(const GSFrameInfo& fi, int& skip);
void GSC_IkkiTousen(const GSFrameInfo& fi, int& skip);
void GSC_GodOfWar(const GSFrameInfo& fi, int& skip);
void GSC_GodOfWar2(const GSFrameInfo& fi, int& skip);
void GSC_GiTS(const GSFrameInfo& fi, int& skip);
void GSC_Onimusha3(const GSFrameInfo& fi, int& skip);
void GSC_TalesOfAbyss(const GSFrameInfo& fi, int& skip);
void GSC_SonicUnleashed(const GSFrameInfo& fi, int& skip);
void GSC_Genji(const GSFrameInfo& fi, int& skip);
void GSC_StarOcean3(const GSFrameInfo& fi, int& skip);
void GSC_ValkyrieProfile2(const GSFrameInfo& fi, int& skip);
void GSC_RadiataStories(const GSFrameInfo& fi, int& skip);
extern bool IsBadFrame(VB& curvb);
#endif