gs: purge clut reload before draw hack

This commit is contained in:
kojin 2021-08-27 21:08:58 -04:00 committed by Kojin
parent c288be3d4c
commit 205c8a05c3
3 changed files with 0 additions and 21 deletions

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@ -1620,7 +1620,6 @@ void GSApp::Init()
m_default_configuration["capture_threads"] = "4";
m_default_configuration["CaptureHeight"] = "480";
m_default_configuration["CaptureWidth"] = "640";
m_default_configuration["clut_load_before_draw"] = "0";
m_default_configuration["crc_hack_level"] = std::to_string(static_cast<int8>(CRCHackLevel::Automatic));
m_default_configuration["CrcHacksExclusions"] = "";
m_default_configuration["debug_glsl_shader"] = "0";

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@ -44,7 +44,6 @@ GSState::GSState()
m_nativeres = theApp.GetConfigI("upscale_multiplier") == 1 || GLLoader::in_replayer;
m_mipmap = theApp.GetConfigI("mipmap");
m_NTSC_Saturation = theApp.GetConfigB("NTSC_Saturation");
m_clut_load_before_draw = theApp.GetConfigB("clut_load_before_draw");
if (theApp.GetConfigB("UserHacks"))
{
m_userhacks_auto_flush = theApp.GetConfigB("UserHacks_AutoFlush");
@ -1582,17 +1581,6 @@ void GSState::FlushPrim()
{
GL_REG("FlushPrim ctxt %d", PRIM->CTXT);
// Some games (Harley Davidson/Virtua Fighter) do dirty trick with multiple contexts cluts
// In doubt, always reload the clut before a draw.
// Note: perf impact is likely slow enough as WriteTest will likely be false.
if (m_clut_load_before_draw)
{
if (m_mem.m_clut.WriteTest(m_context->TEX0, m_env.TEXCLUT))
{
m_mem.m_clut.Write(m_context->TEX0, m_env.TEXCLUT);
}
}
GSVertex buff[2];
s_n++;
@ -2613,13 +2601,6 @@ void GSState::SetGameCRC(uint32 crc, int options)
m_options = options;
m_game = CRC::Lookup(m_crc_hack_level != CRCHackLevel::None ? crc : 0);
SetupCrcHack();
// Until we find a solution that work for all games.
// (if a solution does exist)
if (m_game.title == CRC::HarleyDavidson)
{
m_clut_load_before_draw = true;
}
}
//

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@ -130,7 +130,6 @@ class GSState : public GSAlignedClass<32>
void (*m_irq)();
bool m_path3hack;
bool m_init_read_fifo_supported;
bool m_clut_load_before_draw;
struct GSTransferBuffer
{