mirror of https://github.com/PCSX2/pcsx2.git
GSdx:
- Feal87 found and fixed a problem with shadows in Silent Hill Origins. Might help other games as well. - Bit better fix for GoW's "wall of fog" problem. Patch originally from ZeroGravity. Thanks guys :p git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2647 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
parent
e6bb0125ec
commit
a9578e53dc
|
@ -1896,6 +1896,7 @@ struct GSFrameInfo
|
|||
uint32 FBMSK;
|
||||
uint32 TBP0;
|
||||
uint32 TPSM;
|
||||
uint32 TZTST;
|
||||
bool TME;
|
||||
};
|
||||
|
||||
|
@ -2290,9 +2291,10 @@ bool GSC_GodOfWar(const GSFrameInfo& fi, int& skip)
|
|||
{
|
||||
skip = 1; // blur
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
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)))
|
||||
{
|
||||
skip = 1; // wall of fog
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -2482,6 +2484,7 @@ bool GSState::IsBadFrame(int& skip, int UserHacks_SkipDraw)
|
|||
fi.TME = PRIM->TME;
|
||||
fi.TBP0 = m_context->TEX0.TBP0;
|
||||
fi.TPSM = m_context->TEX0.PSM;
|
||||
fi.TZTST = m_context->TEST.ZTST;
|
||||
|
||||
static GetSkipCount map[CRC::TitleCount];
|
||||
static bool inited = false;
|
||||
|
|
|
@ -423,9 +423,18 @@ void GSTextureCache::InvalidateLocalMem(const GSOffset* o, const GSVector4i& r)
|
|||
}
|
||||
else
|
||||
{
|
||||
m_dst[RenderTarget].erase(j);
|
||||
|
||||
delete t;
|
||||
if (psm == PSM_PSMT4HH && t->m_TEX0.PSM == PSM_PSMCT32)
|
||||
{
|
||||
// Silent Hill Origins shadows: Read 8 bit using only the HIGH bits (4 bit) texture as 32 bit.
|
||||
Read(t, r.rintersect(t->m_valid));
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
//printf("Trashing render target. We have a %d type texture and we are trying to write into a %d type texture\n", t->m_TEX0.PSM, psm);
|
||||
m_dst[RenderTarget].erase(j);
|
||||
delete t;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue