gsdx-hw: Move GSC_YakuzaGames to partial level.

Don't enable hack on native res if crc is below aggressive. Upscaling
issues.

Bonus, revert recent barrier changes on gl date code.
This commit is contained in:
lightningterror 2019-03-05 12:39:07 +01:00
parent e36976bf86
commit 8219bcd1b4
2 changed files with 21 additions and 19 deletions

View File

@ -1026,6 +1026,22 @@ bool GSC_SteambotChronicles(const GSFrameInfo& fi, int& skip)
return true;
}
bool GSC_YakuzaGames(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if((Aggressive || !s_nativeres) && !fi.TME && (fi.FBP == 0x1c20 || fi.FBP == 0x1e20 || fi.FBP == 0x1620) && (fi.TBP0 == 0xe00 || fi.TBP0 == 0x1000 || fi.TBP0 == 0x800) && fi.TPSM == PSM_PSMZ24 && fi.FPSM == PSM_PSMCT32
/*&& fi.FBMSK == 0xffffff && fi.TZTST && !GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)*/)
{
// Don't enable hack on native res if crc is below aggressive.
// Upscaling issues, removes glow/blur effect which fixes ghosting.
skip = 3;
}
}
return true;
}
////////////////////////////////////////////////////////////////////////////////
// Correctly emulated on OpenGL but can be used as potential speed hack
////////////////////////////////////////////////////////////////////////////////
@ -1310,22 +1326,6 @@ bool GSC_Grandia3(const GSFrameInfo& fi, int& skip)
return true;
}
bool GSC_YakuzaGames(const GSFrameInfo& fi, int& skip)
{
if(skip == 0)
{
if(!fi.TME && (fi.FBP == 0x1c20 || fi.FBP == 0x1e20 || fi.FBP == 0x1620) && (fi.TBP0 == 0xe00 || fi.TBP0 == 0x1000 || fi.TBP0 == 0x800) && fi.TPSM == PSM_PSMZ24 && fi.FPSM == PSM_PSMCT32
/*&& fi.FBMSK == 0xffffff && fi.TZTST && !GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)*/)
{
// Removes depth effect not rendered properly on D3D.
// Needs to be looked further, might be some upscaling issues present.
skip = 3;
}
}
return true;
}
////////////////////////////////////////////////////////////////////////////////
// Aggressive only hack
////////////////////////////////////////////////////////////////////////////////
@ -1765,6 +1765,8 @@ void GSState::SetupCrcHack()
lut[CRC::IkkiTousen] = GSC_IkkiTousen;
lut[CRC::Oneechanbara2Special] = GSC_Oneechanbara2Special;
lut[CRC::UltramanFightingEvolution] = GSC_UltramanFightingEvolution;
lut[CRC::Yakuza] = GSC_YakuzaGames;
lut[CRC::Yakuza2] = GSC_YakuzaGames;
}
// Hacks that were fixed on OpenGL
@ -1781,8 +1783,6 @@ void GSState::SetupCrcHack()
// Depth
lut[CRC::Okami] = GSC_Okami;
lut[CRC::XenosagaE3] = GSC_XenosagaE3;
lut[CRC::Yakuza] = GSC_YakuzaGames;
lut[CRC::Yakuza2] = GSC_YakuzaGames;
// Needs testing
lut[CRC::HauntingGround] = GSC_HauntingGround; // + Texture cache issue + Date

View File

@ -1040,6 +1040,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
// It is way too complex to emulate texture shuffle with DATE. So just use
// the slow but accurate algo
GL_PERF("DATE with %s", m_texture_shuffle ? "texture shuffle" : "no prim overlap");
m_require_full_barrier = true;
DATE_GL45 = true;
DATE = false;
} else if (m_om_csel.wa && !m_context->TEST.ATE) {
@ -1059,6 +1060,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
// texture barrier will split the draw call into n draw call. It is very efficient for
// few primitive draws. Otherwise it sucks.
GL_PERF("Slower DATE with alpha %d-%d", m_vt.m_alpha.min, m_vt.m_alpha.max);
m_require_full_barrier = true;
DATE_GL45 = true;
DATE = false;
} else {
@ -1068,6 +1070,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
if (GLLoader::found_GL_ARB_shader_image_load_store && GLLoader::found_GL_ARB_clear_texture) {
DATE_GL42 = true;
} else {
m_require_full_barrier = true;
DATE_GL45 = true;
DATE = false;
}
@ -1176,7 +1179,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
m_ps_sel.iip = (m_vt.m_primclass == GS_SPRITE_CLASS) ? 1 : PRIM->IIP;
if (DATE_GL45) {
m_require_full_barrier = true;
m_ps_sel.date = 5 + m_context->TEST.DATM;
} else if (DATE_one) {
m_require_one_barrier = true;