mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: trigger the special RW framebuffer shader when only Alpha is written (#1588)
* gsdx ogl: trigger the special RW framebuffer shader when only Alpha is written It will work for both Jak and Ratchet&Clank and without CRC
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@ -515,12 +515,6 @@ CRC::Game CRC::m_games[] =
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{0XE1BF5DCA, SuperManReturns, US, 0},
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{0x06A7506A, SacredBlaze, JP, 0},
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{0x4CE7FB04, ItadakiStreet, JP, 0},
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{0x9C712FF0, Jak1, EU, 0},
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{0x472E7699, Jak1, US, 0},
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{0x2479F4A9, Jak2, EU, 0},
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{0x12804727, Jak3, EU, 0},
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{0x644CFD03, Jak3, US, 0},
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{0xDF659E77, JakX, EU, 0},
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};
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map<uint32, CRC::Game*> CRC::m_map;
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@ -175,10 +175,6 @@ public:
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SacredBlaze,
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SuperManReturns,
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ItadakiStreet,
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Jak1,
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Jak2,
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Jak3,
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JakX,
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TitleCount,
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};
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@ -1155,7 +1155,8 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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// Always check if primitive overlap. The function will return PRIM_OVERLAP_UNKNOW for non sprite primitive
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m_prim_overlap = PrimitiveOverlap();
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if ((m_context->FRAME.Block() == m_context->TEX0.TBP0) && PRIM->TME && m_sw_blending && (m_prim_overlap != PRIM_OVERLAP_NO) && (m_vertex.next > 2)) {
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if (m_game.title == CRC::Jak1 || m_game.title == CRC::Jak2 || m_game.title == CRC::Jak3 || m_game.title == CRC::JakX) {
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if (m_context->FRAME.FBMSK == 0x00FFFFFF) {
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// Ratchet & Clank / Jak uses this pattern to compute the shadows. Alpha (multiplication) tfx is mostly equivalent to -1/+1 stencil operation
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GL_INS("ERROR: Source and Target are the same! Let's sample the framebuffer");
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m_ps_sel.tex_is_fb = 1;
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m_require_full_barrier = true;
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