mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hw: Move GSC_RadiataStories, GSC_StarOcean3, GSC_ValkyrieProfile2 crc hacks to D3D level.
Follow up from the previous commit which is bypassing the texture cache when the frame buffer is sampled. Crc hacks are no longer needed on opengl. Note: it requires at least Basic blending support.
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@ -1690,11 +1690,6 @@ void GSState::SetupCrcHack()
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lut[CRC::DeathByDegreesTekkenNinaWilliams] = GSC_DeathByDegreesTekkenNinaWilliams; // + Upscaling issues
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lut[CRC::SonicUnleashed] = GSC_SonicUnleashed; // + Half screen on texture shuffle
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// These games emulate a stencil buffer with the alpha channel of the RT (too slow to move to Aggressive)
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lut[CRC::RadiataStories] = GSC_RadiataStories;
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lut[CRC::StarOcean3] = GSC_StarOcean3;
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lut[CRC::ValkyrieProfile2] = GSC_ValkyrieProfile2;
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// Upscaling hacks
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lut[CRC::Bully] = GSC_Bully;
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lut[CRC::EvangelionJo] = GSC_EvangelionJo;
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@ -1723,13 +1718,20 @@ void GSState::SetupCrcHack()
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lut[CRC::HauntingGround] = GSC_HauntingGround; // + Texture cache issue + Date
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lut[CRC::XenosagaE3] = GSC_XenosagaE3;
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// Those games might requires accurate fbmask
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// These games might requires accurate fbmask
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lut[CRC::Sly2] = GSC_SlyGames; // + Upscaling issue
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lut[CRC::Sly3] = GSC_SlyGames; // + Upscaling issue
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// Those games require accurate_colclip (perf)
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// These games require accurate_colclip (perf)
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lut[CRC::CastlevaniaCoD] = GSC_CastlevaniaGames;
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lut[CRC::CastlevaniaLoI] = GSC_CastlevaniaGames;
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// These games emulate a stencil buffer with the alpha channel of the RT (too slow to move to Aggressive)
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// Needs at least Basic Blending,
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// see https://github.com/PCSX2/pcsx2/pull/2921
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lut[CRC::RadiataStories] = GSC_RadiataStories;
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lut[CRC::StarOcean3] = GSC_StarOcean3;
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lut[CRC::ValkyrieProfile2] = GSC_ValkyrieProfile2;
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}
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if (Aggressive) {
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