GSdx: Remove OI_TalesOfLegendia HW hack. (#2747)

The hack caused glitches to appear on the right side of the screen, the hack was used as a workaround to properly display game ui elements however it is no longer needed on opengl and d3d11. The ui elements are rendered properly with Depth Conversion.
Shadow issues are solved with at least partial level crc hacks.

See https://github.com/PCSX2/pcsx2/issues/2692 for more detailed information.
This commit is contained in:
orbea 2018-12-11 10:36:15 -08:00 committed by lightningterror
parent b2155f82f4
commit aa5c0ebb95
1 changed files with 0 additions and 15 deletions

View File

@ -1156,7 +1156,6 @@ GSRendererHW::Hacks::Hacks()
if (!can_handle_depth) {
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SMTNocturne, CRC::RegionCount, &GSRendererHW::OI_SMTNocturne));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::GodOfWar2, CRC::RegionCount, &GSRendererHW::OI_GodOfWar2));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::TalesOfLegendia, CRC::RegionCount, &GSRendererHW::OI_TalesOfLegendia));
}
m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::OO_DBZBT2));
@ -1588,20 +1587,6 @@ bool GSRendererHW::OI_StarWarsForceUnleashed(GSTexture* rt, GSTexture* ds, GSTex
return true;
}
bool GSRendererHW::OI_TalesOfLegendia(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
uint32 FBP = m_context->FRAME.Block();
uint32 FPSM = m_context->FRAME.PSM;
if (FPSM == PSM_PSMCT32 && FBP == 0x01c00 && !m_context->TEST.ATE && m_vt.m_eq.z)
{
m_context->TEST.ZTST = ZTST_ALWAYS;
//m_dev->ClearDepth(ds);
}
return true;
}
bool GSRendererHW::OI_SMTNocturne(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
uint32 FBMSK = m_context->FRAME.FBMSK;