mirror of https://github.com/PCSX2/pcsx2.git
GS-hw: Update crc hack comments.
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@ -26,8 +26,7 @@ static CRCHackLevel s_crc_hack_level = CRCHackLevel::Full;
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CRC::Region g_crc_region = CRC::NoRegion;
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CRC::Region g_crc_region = CRC::NoRegion;
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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// Broken on both DirectX and OpenGL
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// Partial level, broken on all renderers.
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// (note: could potentially work with latest OpenGL)
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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bool GSC_BigMuthaTruckers(const GSFrameInfo& fi, int& skip)
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bool GSC_BigMuthaTruckers(const GSFrameInfo& fi, int& skip)
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@ -312,7 +311,7 @@ bool GSC_Tekken5(const GSFrameInfo& fi, int& skip)
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{
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{
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// Don't enable hack on native res if crc is below aggressive.
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// Don't enable hack on native res if crc is below aggressive.
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// Fixes/removes ghosting/blur effect and white lines appearing in stages: Moonfit Wilderness, Acid Rain - caused by upscaling.
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// Fixes/removes ghosting/blur effect and white lines appearing in stages: Moonfit Wilderness, Acid Rain - caused by upscaling.
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// Downside is it also removes the channel effect which is fixed on OpenGL.
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// Downside is it also removes the channel effect which is fixed.
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// Let's enable this hack for Aggressive only since it's an upscaling issue for both renders.
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// Let's enable this hack for Aggressive only since it's an upscaling issue for both renders.
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skip = 95;
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skip = 95;
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}
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}
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@ -475,8 +474,7 @@ bool GSC_ZettaiZetsumeiToshi2(const GSFrameInfo& fi, int& skip)
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}
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}
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else if ((fi.FBP | fi.TBP0) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x3FFF)
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else if ((fi.FBP | fi.TBP0) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x3FFF)
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{
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{
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// Note start of the effect (texture shuffle) is fixed in openGL but maybe not the extra draw
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// Note start of the effect (texture shuffle) is fixed but maybe not the extra draw call
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// call....
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skip = 1000;
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skip = 1000;
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}
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}
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}
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}
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@ -620,7 +618,7 @@ bool GSC_Simple2000Vol114(const GSFrameInfo& fi, int& skip)
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}
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}
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if (fi.TME && (fi.FBP == 0x0e00) && (fi.TBP0 == 0x1000) && (fi.FBMSK == 0x0000))
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if (fi.TME && (fi.FBP == 0x0e00) && (fi.TBP0 == 0x1000) && (fi.FBMSK == 0x0000))
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{
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{
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// Depth shadows, they don't work properly on OpenGL as well.
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// Depth shadows.
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skip = 1;
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skip = 1;
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}
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}
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}
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}
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@ -696,7 +694,7 @@ bool GSC_YakuzaGames(const GSFrameInfo& fi, int& skip)
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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// Correctly emulated on OpenGL but can be used as potential speed hack
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// Full level, ccrrectly emulated on OpenGL/Vulkan but can be used as potential speed hack
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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bool GSC_GetawayGames(const GSFrameInfo& fi, int& skip)
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bool GSC_GetawayGames(const GSFrameInfo& fi, int& skip)
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@ -938,7 +936,7 @@ void GSState::SetupCrcHack()
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lut[CRC::YakuzaGames] = GSC_YakuzaGames;
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lut[CRC::YakuzaGames] = GSC_YakuzaGames;
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}
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}
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// Hacks that were fixed on OpenGL
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// CRC FULL is for Direct3D, they are fixed on OpenGL/Vulkan
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if (CRC_Full)
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if (CRC_Full)
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{
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{
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// Accurate Blending
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// Accurate Blending
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