gsdx: Purge depth crc hack for Haunting Ground.

Effects rendered correctly on all renderers.
This commit is contained in:
lightningterror 2019-02-22 17:18:58 +01:00
parent e56f75fe9a
commit 930f07df4a
1 changed files with 8 additions and 14 deletions

View File

@ -1038,11 +1038,6 @@ bool GSC_HauntingGround(const GSFrameInfo& fi, int& skip)
{
skip = 1; // Blur
}
else if(fi.FBP ==0x2200 && fi.TBP0==0x3000 && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0)
{
// Rendered correctly however there's some offset issue on D3D11.
skip = 1; // Depth Fog
}
else if(fi.TME)
{
// depth textures (bully, mgs3s1 intro, Front Mission 5)
@ -1264,7 +1259,6 @@ bool GSC_SlyGames(const GSFrameInfo& fi, int& skip)
// 0x00a80, 0x00e00 from Sly 3
{
// Upscaling issue with texture shuffle on dx and gl. Also removes shadows on gl.
// Bbox issue on dx.
skip = 1000;
}
}
@ -1833,18 +1827,26 @@ void GSState::SetupCrcHack()
lut[CRC::TenchuFS] = GSC_TenchuGames;
lut[CRC::TenchuWoH] = GSC_TenchuGames;
// Accumulation blend
lut[CRC::NanoBreaker] = GSC_NanoBreaker;
// 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
// Not tested but must be fixed with texture shuffle
lut[CRC::CrashNburn] = GSC_CrashNburn; // seem to be a basic depth effect
// Those games might requires accurate fbmask
lut[CRC::OnePieceGrandAdventure] = GSC_OnePieceGrandAdventure;
lut[CRC::OnePieceGrandBattle] = GSC_OnePieceGrandBattle;
lut[CRC::Sly2] = GSC_SlyGames; // + Upscaling issue
lut[CRC::Sly3] = GSC_SlyGames; // + Upscaling issue
// Those games require accurate_colclip (perf)
lut[CRC::CastlevaniaCoD] = GSC_CastlevaniaGames;
@ -1853,16 +1855,8 @@ void GSState::SetupCrcHack()
// Unknown status
lut[CRC::Grandia3] = GSC_Grandia3;
// Bounding box issue
lut[CRC::HauntingGround] = GSC_HauntingGround; // + Texture cache issue + Date
lut[CRC::Sly2] = GSC_SlyGames; // + Upscaling issue
lut[CRC::Sly3] = GSC_SlyGames; // + Upscaling issue
// Dedicated shader for channel effect
lut[CRC::TalesOfAbyss] = GSC_TalesOfAbyss;
// Accumulation blend
lut[CRC::NanoBreaker] = GSC_NanoBreaker;
}
if (Aggressive) {