mirror of https://github.com/PCSX2/pcsx2.git
gsdx: add some info for Star Ocean3/Valkyrie Profile 2/Radiata Stories
Feel free to test those games with CRC disabled on the openGL renderer (native resolution)
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@ -3724,6 +3724,19 @@ bool GSC_Genji(const GSFrameInfo& fi, int& skip)
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bool GSC_StarOcean3(const GSFrameInfo& fi, int& skip)
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{
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// The game emulate a stencil buffer with the alpha channel of the RT
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// The operation of the stencil is selected with the palette
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// For example -1 wrap will be [240, 16, 32, 48 ....]
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// i.e. p[A>>4] = (A - 16) % 256
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//
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// The fastest and accurate solution will be to replace this pseudo stencil
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// by a dedicated GPU draw call
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// 1/ Use future GPU capabilities to do a "kind" of SW blending
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// 2/ Use a real stencil/atomic image, and then compute the RT alpha value
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//
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// Both of those solutions will increase code complexity (and only avoid upscaling
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// glitches)
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if(skip == 0)
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{
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if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH)
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@ -3756,6 +3769,7 @@ bool GSC_ValkyrieProfile2(const GSFrameInfo& fi, int& skip)
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}*/
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if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH)
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{
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// GH: Hack is quite similar to GSC_StarOcean3. It is potentially the same issue.
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skip = 1000; //
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}
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}
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@ -3780,6 +3794,7 @@ bool GSC_RadiataStories(const GSFrameInfo& fi, int& skip)
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}
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else if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH)
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{
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// GH: Hack is quite similar to GSC_StarOcean3. It is potentially the same issue.
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skip = 1000;
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}
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}
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