mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Remove depth crc hacks for god of war 1 and 2.
Effects rendered correctly with depth on all renderers.
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parent
9119e3110d
commit
6f01936943
plugins/GSdx/Renderers/HW
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@ -1185,10 +1185,6 @@ bool GSC_GodOfWar(const GSFrameInfo& fi, int& skip)
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{
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skip = 1; // blur
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}
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else if(fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8 && ((fi.TZTST == 2 && fi.FBMSK == 0x00FFFFFF) || (fi.TZTST == 1 && fi.FBMSK == 0x00FFFFFF) || (fi.TZTST == 3 && fi.FBMSK == 0xFF000000)))
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{
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skip = 1; // wall of fog
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}
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}
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else
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{
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@ -1205,31 +1201,22 @@ bool GSC_GodOfWar2(const GSFrameInfo& fi, int& skip)
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{
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if(skip == 0)
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{
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if(fi.TME)
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if(Aggressive && fi.TME && fi.FBP == 0x00100 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00100 && fi.TPSM == PSM_PSMCT16 // ntsc
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|| fi.FBP == 0x02100 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x02100 && fi.TPSM == PSM_PSMCT16) // pal
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{
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if(Aggressive && fi.FBP == 0x00100 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00100 && fi.TPSM == PSM_PSMCT16 // ntsc
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|| fi.FBP == 0x02100 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x02100 && fi.TPSM == PSM_PSMCT16) // pal
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{
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// Can be used as a speed hack.
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// Removes shadows.
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skip = 1000;
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}
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else if((fi.FBP == 0x00100 || fi.FBP == 0x02100) && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 & 0x03000) == 0x03000
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&& (fi.TPSM == PSM_PSMT8 || fi.TPSM == PSM_PSMT4)
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&& ((fi.TZTST == 2 && fi.FBMSK == 0x00FFFFFF) || (fi.TZTST == 1 && fi.FBMSK == 0x00FFFFFF) || (fi.TZTST == 3 && fi.FBMSK == 0xFF000000)))
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{
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skip = 1; // wall of fog
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}
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else if(Aggressive && fi.TPSM == PSM_PSMCT24 && fi.TME && (fi.FBP == 0x1300 ) && (fi.TBP0 == 0x0F00 || fi.TBP0 == 0x1300 || fi.TBP0 == 0x2b00)) // || fi.FBP == 0x0100
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{
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skip = 1; // global haze/halo
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}
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else if((Aggressive || !s_nativeres) && fi.TPSM == PSM_PSMCT24 && fi.TME && (fi.FBP == 0x0100 || fi.FBP == 0x2100) && (fi.TBP0 == 0x2b00 || fi.TBP0 == 0x2e80) || fi.TBP0 == 0x3100) // 480P 2e80, interlaced 3100
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{
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// Upscaling issue.
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// Don't enable hack on native res if crc is below aggressive.
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skip = 1; // water effect and water vertical lines
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}
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// Can be used as a speed hack.
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// Removes shadows.
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skip = 1000;
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}
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else if(Aggressive && fi.TME && fi.TPSM == PSM_PSMCT24 && fi.TME && (fi.FBP == 0x1300 ) && (fi.TBP0 == 0x0F00 || fi.TBP0 == 0x1300 || fi.TBP0 == 0x2b00)) // || fi.FBP == 0x0100
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{
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skip = 1; // global haze/halo
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}
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else if((Aggressive || !s_nativeres) && fi.TME && fi.TPSM == PSM_PSMCT24 && fi.TME && (fi.FBP == 0x0100 || fi.FBP == 0x2100) && (fi.TBP0 == 0x2b00 || fi.TBP0 == 0x2e80) || fi.TBP0 == 0x3100) // 480P 2e80, interlaced 3100
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{
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// Upscaling issue.
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// Don't enable hack on native res if crc is below aggressive.
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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
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