GSdx: Adjust CRC hacks.

Move CRC hack that removed shadows to Aggressive, shadows are misaligned
when upscaling - can be fixed with HPO. We can use the hack as a
speedhack for Aggressive state.

Add correct FBP code for Sly 2 E3 Demo. CRC hack should work properly now.

Purge God of War 1/2 CRC hacks that fixed/removed the vertical red lines.
No longer needed since the issue is fixed accross all renders.
Also useless to be kept for speedhacks.
This commit is contained in:
lightningterror 2018-03-25 16:50:20 +02:00 committed by Gregory Hainaut
parent 9769f19ebe
commit 312db7755b
1 changed files with 7 additions and 14 deletions

View File

@ -1253,12 +1253,15 @@ bool GSC_ICO(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && fi.FBP == 0x00800 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03d00 && fi.TPSM == PSM_PSMCT32)
if(Aggressive && fi.TME && fi.FBP == 0x00800 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03d00 && fi.TPSM == PSM_PSMCT32)
{
// Removes shadows, shadows can be a little misaligned when upscaled. HPO fixes the issue.
// Can be used as a speed hack.
skip = 3;
}
else if(fi.TME && fi.FBP == 0x00800 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x02800 && fi.TPSM == PSM_PSMT8H)
{
// Depth effects.
skip = 1;
}
else if(Aggressive && fi.TME && fi.FBP == 0x0800 && (fi.TBP0 == 0x2800 || fi.TBP0 ==0x2c00) && fi.TPSM ==0 && fi.FBMSK == 0)
@ -1452,6 +1455,8 @@ bool GSC_GodOfWar(const GSFrameInfo& fi, int& skip)
{
if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
{
// Texture shuffle. Not supported on D3D9.
// Can be used as a speed hack.
skip = 1000;
}
else if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0xff000000)
@ -1462,12 +1467,6 @@ bool GSC_GodOfWar(const GSFrameInfo& fi, int& skip)
{
skip = 1; // wall of fog
}
else if (fi.TME && (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S))
{
// Equivalent to the UserHacks_AutoSkipDrawDepth hack but enabled by default
// http://forums.pcsx2.net/Thread-God-of-War-Red-line-rendering-explained
skip = 1;
}
}
else
{
@ -1505,12 +1504,6 @@ bool GSC_GodOfWar2(const GSFrameInfo& fi, int& skip)
{
skip = 1; // water effect and water vertical lines
}
else if (fi.TME && (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S))
{
// Equivalent to the UserHacks_AutoSkipDrawDepth hack but enabled by default
// http://forums.pcsx2.net/Thread-God-of-War-Red-line-rendering-explained
skip = 1;
}
}
}
else
@ -1702,7 +1695,7 @@ bool GSC_Sly2(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00700 || fi.FBP == 0x00800) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00700 || fi.FBP == 0x00800 || fi.FBP == 0x008c0) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
{
skip = 1000;
}