mirror of https://github.com/PCSX2/pcsx2.git
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.
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@ -1156,7 +1156,6 @@ GSRendererHW::Hacks::Hacks()
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if (!can_handle_depth) {
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SMTNocturne, CRC::RegionCount, &GSRendererHW::OI_SMTNocturne));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::GodOfWar2, CRC::RegionCount, &GSRendererHW::OI_GodOfWar2));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::TalesOfLegendia, CRC::RegionCount, &GSRendererHW::OI_TalesOfLegendia));
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}
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m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::OO_DBZBT2));
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@ -1588,20 +1587,6 @@ bool GSRendererHW::OI_StarWarsForceUnleashed(GSTexture* rt, GSTexture* ds, GSTex
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return true;
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}
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bool GSRendererHW::OI_TalesOfLegendia(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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{
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uint32 FBP = m_context->FRAME.Block();
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uint32 FPSM = m_context->FRAME.PSM;
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if (FPSM == PSM_PSMCT32 && FBP == 0x01c00 && !m_context->TEST.ATE && m_vt.m_eq.z)
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{
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m_context->TEST.ZTST = ZTST_ALWAYS;
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//m_dev->ClearDepth(ds);
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}
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return true;
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}
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bool GSRendererHW::OI_SMTNocturne(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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{
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uint32 FBMSK = m_context->FRAME.FBMSK;
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