mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: separate Tales of Abyss/Urban Chaos effect based on the fbmask
Avoid to rely on CRC
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@ -687,7 +687,11 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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m_skip = 12 * (3 + 3 + 1) - 1;
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rt = tex->m_from_target;
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} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
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if (m_game.title == CRC::TalesOfAbyss) {
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// So far 2 games hit this code path. Urban Chaos and Tales of Abyss
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// UC: will copy depth to green channel
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// ToA: will copy depth to alpha channel
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if ((m_context->FRAME.FBMSK & 0xFF0000) == 0xFF0000) {
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// Green channel is masked
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GL_INS("Tales Of Abyss Crazyness (MSB 16b depth to Alpha)");
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ps_sel.tales_of_abyss_hle = 1;
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} else {
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