mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hw: Forgot to remove a crc region check for dbzbt2-3, no longer needed.
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8eab618502
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@ -74,16 +74,15 @@ bool GSC_Bully(const GSFrameInfo& fi, int& skip)
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return true;
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}
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// Potentially partially dx only
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bool GSC_DBZBT2(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((g_crc_region == CRC::EU || Aggressive || !s_nativeres) && !fi.TME && (fi.FBP == 0x02a00 || fi.FBP == 0x03000) && fi.FPSM == PSM_PSMCT16)
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if((Aggressive || !s_nativeres) && !fi.TME && (fi.FBP == 0x02a00 || fi.FBP == 0x03000) && fi.FPSM == PSM_PSMCT16)
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{
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// Character outlines.
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// Glow/blur effect. Causes ghosting on upscaled resolution.
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// Don't enable hack on native res if crc(ntsc only) is below aggressive.
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// Don't enable hack on native res if crc is below aggressive.
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skip = 10;
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}
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}
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@ -91,16 +90,15 @@ bool GSC_DBZBT2(const GSFrameInfo& fi, int& skip)
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return true;
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}
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// Potentially partially dx only
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bool GSC_DBZBT3(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((g_crc_region == CRC::EU || Aggressive || !s_nativeres) && fi.TME && (fi.FBP == 0x03400 || fi.FBP == 0x02e00) && fi.FPSM == fi.TPSM && fi.TBP0 == 0x03f00 && fi.TPSM == PSM_PSMCT32)
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if((Aggressive || !s_nativeres) && fi.TME && (fi.FBP == 0x03400 || fi.FBP == 0x02e00) && fi.FPSM == fi.TPSM && fi.TBP0 == 0x03f00 && fi.TPSM == PSM_PSMCT32)
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{
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// Ghosting/Blur effect. Upscaling issue.
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// Can be fixed with TC X,Y offsets.
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// Don't enable hack on native res if crc(ntsc only) is below aggressive.
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// Don't enable hack on native res if crc is below aggressive.
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skip = 3;
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}
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}
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@ -159,13 +157,13 @@ bool GSC_DemonStone(const GSFrameInfo& fi, int& skip)
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return true;
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}
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// Channel effect not properly supported yet
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bool GSC_GiTS(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 && fi.FBP == 0x03000 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8)
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{
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// Channel effect not properly supported yet
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skip = 9;
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}
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}
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@ -905,7 +905,7 @@ GSRendererOGL::PRIM_OVERLAP GSRendererOGL::PrimitiveOverlap()
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}
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#endif
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//fprintf(stderr, "%d: Yes, code can be optimized (draw of %d vertices)\n", s_n, count);
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fprintf(stderr, "%d: Yes, code can be optimized (draw of %d vertices)\n", s_n, count);
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return overlap;
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}
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@ -81,7 +81,7 @@ struct PS_OUTPUT
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Texture2D<float4> Texture : register(t0);
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Texture2D<float4> Palette : register(t1);
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Texture2D<float4> RtSample : register(t3);
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Texture2D<float4> RtSampler : register(t3);
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Texture2D<float4> RawTexture : register(t4);
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SamplerState TextureSampler : register(s0);
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SamplerState PaletteSampler : register(s1);
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@ -920,7 +920,7 @@ PS_OUTPUT ps_main(PS_INPUT input)
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if (PS_FBMASK)
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{
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float4 rt = RtSample.Load(int3(input.p.xy, 0));
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float4 rt = RtSampler.Load(int3(input.p.xy, 0));
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uint4 denorm_rt = uint4(rt * 255.0f + 0.5f);
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uint4 denorm_c = uint4(c * 255.0f + 0.5f);
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c = float4((denorm_c & ~FbMask) | (denorm_rt & FbMask)) / 255.0f;
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