mirror of https://github.com/PCSX2/pcsx2.git
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.
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@ -1253,12 +1253,15 @@ bool GSC_ICO(const GSFrameInfo& fi, int& skip)
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{
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{
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if(skip == 0)
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if(skip == 0)
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{
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{
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if(fi.TME && fi.FBP == 0x00800 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03d00 && fi.TPSM == PSM_PSMCT32)
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if(Aggressive && fi.TME && fi.FBP == 0x00800 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03d00 && fi.TPSM == PSM_PSMCT32)
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{
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{
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// Removes shadows, shadows can be a little misaligned when upscaled. HPO fixes the issue.
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// Can be used as a speed hack.
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skip = 3;
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skip = 3;
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}
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}
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else if(fi.TME && fi.FBP == 0x00800 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x02800 && fi.TPSM == PSM_PSMT8H)
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else if(fi.TME && fi.FBP == 0x00800 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x02800 && fi.TPSM == PSM_PSMT8H)
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{
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{
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// Depth effects.
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skip = 1;
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skip = 1;
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}
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}
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else if(Aggressive && fi.TME && fi.FBP == 0x0800 && (fi.TBP0 == 0x2800 || fi.TBP0 ==0x2c00) && fi.TPSM ==0 && fi.FBMSK == 0)
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else if(Aggressive && fi.TME && fi.FBP == 0x0800 && (fi.TBP0 == 0x2800 || fi.TBP0 ==0x2c00) && fi.TPSM ==0 && fi.FBMSK == 0)
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@ -1452,6 +1455,8 @@ bool GSC_GodOfWar(const GSFrameInfo& fi, int& skip)
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{
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{
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if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
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if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
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{
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{
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// Texture shuffle. Not supported on D3D9.
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// Can be used as a speed hack.
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skip = 1000;
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skip = 1000;
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}
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}
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else if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0xff000000)
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else if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0xff000000)
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@ -1462,12 +1467,6 @@ bool GSC_GodOfWar(const GSFrameInfo& fi, int& skip)
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{
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{
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skip = 1; // wall of fog
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skip = 1; // wall of fog
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}
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}
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else if (fi.TME && (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S))
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{
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// Equivalent to the UserHacks_AutoSkipDrawDepth hack but enabled by default
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// http://forums.pcsx2.net/Thread-God-of-War-Red-line-rendering-explained
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skip = 1;
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}
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}
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}
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else
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else
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{
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{
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@ -1505,12 +1504,6 @@ bool GSC_GodOfWar2(const GSFrameInfo& fi, int& skip)
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{
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{
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skip = 1; // water effect and water vertical lines
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skip = 1; // water effect and water vertical lines
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}
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}
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else if (fi.TME && (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S))
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{
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// Equivalent to the UserHacks_AutoSkipDrawDepth hack but enabled by default
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// http://forums.pcsx2.net/Thread-God-of-War-Red-line-rendering-explained
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skip = 1;
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}
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}
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}
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}
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}
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else
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else
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@ -1702,7 +1695,7 @@ bool GSC_Sly2(const GSFrameInfo& fi, int& skip)
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{
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{
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if(skip == 0)
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if(skip == 0)
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{
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{
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if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00700 || fi.FBP == 0x00800) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
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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)
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{
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{
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skip = 1000;
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skip = 1000;
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}
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}
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