GS-hw: Purge tri ace crc hacks.

Star Ocean 3, Valkyrie Profile 2, Radiata Stories.

The crc hacks aren't that needed anymore since right now D3D is much faster than it used to be.
This commit is contained in:
lightningterror 2022-08-04 21:32:31 +02:00
parent ad529c10ab
commit 62b838427f
3 changed files with 0 additions and 53 deletions

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@ -174,18 +174,6 @@ const CRC::Game CRC::m_games[] =
{0xAA5EC3A3, TalesOfAbyss, JP, 0},
{0xFB236A46, SonicUnleashed, US, 0},
{0x8C913264, SonicUnleashed, EU, 0},
{0xE04EA200, TriAceGames, EU, 0}, // StarOcean3
{0x23A97857, TriAceGames, US, 0}, // StarOcean3
{0xBEC32D49, TriAceGames, JP, 0}, // StarOcean3
{0x8192A241, TriAceGames, JP, 0}, // StarOcean3 directors cut
{0xCC96CE93, TriAceGames, US, 0}, // ValkyrieProfile2
{0x774DE8E2, TriAceGames, JP, 0}, // ValkyrieProfile2
{0x04CCB600, TriAceGames, EU, 0}, // ValkyrieProfile2
{0xB65E141B, TriAceGames, DE, 0}, // ValkyrieProfile2
{0x8510854E, TriAceGames, FR, 0}, // ValkyrieProfile2
{0xC70FC973, TriAceGames, IT, 0}, // ValkyrieProfile2
{0x47B9B2FD, TriAceGames, US, 0}, // RadiataStories
{0xAC73005E, TriAceGames, JP, 0}, // RadiataStories
{0xE8FCF8EC, SMTNocturne, US, 0},
{0xF0A31EE3, SMTNocturne, EU, 0}, // SMTNocturne (Lucifers Call in EU)
{0xAE0DE7B7, SMTNocturne, EU, 0}, // SMTNocturne (Lucifers Call in EU)

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@ -75,7 +75,6 @@ public:
TombRaiderAnniversary,
TombRaiderLegend,
TombRaiderUnderworld,
TriAceGames,
UltramanFightingEvolution,
UrbanReign,
XenosagaE3,

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@ -681,41 +681,6 @@ bool GSC_GetawayGames(const GSFrameInfo& fi, int& skip)
return true;
}
bool GSC_TriAceGames(const GSFrameInfo& fi, int& skip)
{
// Tri Ace Games: ValkyrieProfile2, RadiataStories, StarOcean3
//
// The games emulate a stencil buffer with the alpha channel of the RT
// The operation of the stencil is selected with the palette
// For example -1 wrap will be [240, 16, 32, 48 ....]
// i.e. p[A>>4] = (A - 16) % 256
//
// The fastest and accurate solution will be to replace this pseudo stencil
// by a dedicated GPU draw call
// 1/ Use future GPU capabilities to do a "kind" of SW blending
// 2/ Use a real stencil/atomic image, and then compute the RT alpha value
//
// Both of those solutions will increase code complexity (and only avoid upscaling
// glitches)
if (skip == 0)
{
if (fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH)
{
skip = 1000;
}
}
else
{
if (!(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH))
{
skip = 0;
}
}
return true;
}
////////////////////////////////////////////////////////////////////////////////
// Aggressive only hack
////////////////////////////////////////////////////////////////////////////////
@ -910,11 +875,6 @@ void GSState::SetupCrcHack()
{
// Accurate Blending
lut[CRC::GetawayGames] = GSC_GetawayGames; // Blending High
// These games emulate a stencil buffer with the alpha channel of the RT (too slow to move to CRC_Aggressive)
// Needs at least Basic Blending,
// see https://github.com/PCSX2/pcsx2/pull/2921
lut[CRC::TriAceGames] = GSC_TriAceGames;
}
if (CRC_Aggressive)