mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Purge OI_SMTNocturne hw hack.
The hack was used when depth emulation was not supported or when depth is disabled. It causes graphical glitches with the faces when depth is disabled.
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da76440c14
commit
154dea1557
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@ -1153,7 +1153,6 @@ GSRendererHW::Hacks::Hacks()
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::ItadakiStreet, CRC::RegionCount, &GSRendererHW::OI_ItadakiStreet));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::ItadakiStreet, CRC::RegionCount, &GSRendererHW::OI_ItadakiStreet));
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if (!can_handle_depth) {
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if (!can_handle_depth) {
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SMTNocturne, CRC::RegionCount, &GSRendererHW::OI_SMTNocturne));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::GodOfWar2, CRC::RegionCount, &GSRendererHW::OI_GodOfWar2));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::GodOfWar2, CRC::RegionCount, &GSRendererHW::OI_GodOfWar2));
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}
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}
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@ -1586,31 +1585,6 @@ bool GSRendererHW::OI_StarWarsForceUnleashed(GSTexture* rt, GSTexture* ds, GSTex
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return true;
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return true;
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}
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}
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bool GSRendererHW::OI_SMTNocturne(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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{
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uint32 FBMSK = m_context->FRAME.FBMSK;
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uint32 FBP = m_context->FRAME.Block();
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uint32 FBW = m_context->FRAME.FBW;
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uint32 FPSM = m_context->FRAME.PSM;
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if(FBMSK == 16777215 && m_vertex.head != 2 && m_vertex.tail != 4 && m_vertex.next != 4)
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{
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GIFRegTEX0 TEX0;
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TEX0.TBP0 = FBP;
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TEX0.TBW = FBW;
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TEX0.PSM = FPSM;
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if (GSTextureCache::Target* tmp_ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, true))
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{
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m_dev->ClearDepth(tmp_ds->m_texture);
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}
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return false;
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}
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return true;
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}
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bool GSRendererHW::OI_PointListPalette(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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bool GSRendererHW::OI_PointListPalette(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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{
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{
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if(m_vt.m_primclass == GS_POINT_CLASS && !PRIM->TME)
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if(m_vt.m_primclass == GS_POINT_CLASS && !PRIM->TME)
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@ -59,7 +59,6 @@ private:
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bool OI_GodOfWar2(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_GodOfWar2(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_RozenMaidenGebetGarden(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_RozenMaidenGebetGarden(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_StarWarsForceUnleashed(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_StarWarsForceUnleashed(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_SMTNocturne(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_PointListPalette(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_PointListPalette(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_SuperManReturns(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_SuperManReturns(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_ArTonelico2(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_ArTonelico2(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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