diff --git a/plugins/GSdx/GSCrc.cpp b/plugins/GSdx/GSCrc.cpp index cd3174848b..d191069b2a 100644 --- a/plugins/GSdx/GSCrc.cpp +++ b/plugins/GSdx/GSCrc.cpp @@ -449,6 +449,7 @@ CRC::Game CRC::m_games[] = {0x644CFD03, Jak3, US, 0}, {0x23F8D35B, Jak3, NoRegion, 0}, // EU Preview, US Internal test build {0xDF659E77, JakX, EU, 0}, // Jak X: Combat Racing + {0xC20596DB, JakX, EU, 0}, // Beta Trial Disc, v0.01 {0x3091E6FB, JakX, US, 0}, {0xDA366A53, JakX, US, 0}, // Public Beta v.1 {0x4653CA3E, HarleyDavidson, US, 0}, diff --git a/plugins/GSdx/Renderers/HW/GSRendererHW.cpp b/plugins/GSdx/Renderers/HW/GSRendererHW.cpp index 2832e90ed2..380e1a8acb 100644 --- a/plugins/GSdx/Renderers/HW/GSRendererHW.cpp +++ b/plugins/GSdx/Renderers/HW/GSRendererHW.cpp @@ -1813,6 +1813,7 @@ bool GSRendererHW::OI_FFX(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* if((FBP == 0x00d00 || FBP == 0x00000) && ZBP == 0x02100 && PRIM->TME && TBP == 0x01a00 && m_context->TEX0.PSM == PSM_PSMCT16S) { // random battle transition (z buffer written directly, clear it now) + GL_INS("OI_FFX ZB clear"); if(ds) ds->Commit(); // Don't bother to save few MB for a single game m_dev->ClearDepth(ds); @@ -1865,6 +1866,7 @@ bool GSRendererHW::OI_RozenMaidenGebetGarden(GSTexture* rt, GSTexture* ds, GSTex if(GSTextureCache::Target* tmp_rt = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::RenderTarget, true)) { + GL_INS("OI_RozenMaidenGebetGarden FB clear"); tmp_rt->m_texture->Commit(); // Don't bother to save few MB for a single game m_dev->ClearRenderTarget(tmp_rt->m_texture, 0); } @@ -1883,6 +1885,7 @@ bool GSRendererHW::OI_RozenMaidenGebetGarden(GSTexture* rt, GSTexture* ds, GSTex if(GSTextureCache::Target* tmp_ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, true)) { + GL_INS("OI_RozenMaidenGebetGarden ZB clear"); tmp_ds->m_texture->Commit(); // Don't bother to save few MB for a single game m_dev->ClearDepth(tmp_ds->m_texture); } @@ -1935,6 +1938,7 @@ bool GSRendererHW::OI_StarWarsForceUnleashed(GSTexture* rt, GSTexture* ds, GSTex { if((FBP == 0x0 || FBP == 0x01180) && FPSM == PSM_PSMCT32 && (m_vt.m_eq.z && m_vt.m_max.p.z == 0)) { + GL_INS("OI_StarWarsForceUnleashed FB clear"); if(ds) ds->Commit(); // Don't bother to save few MB for a single game m_dev->ClearDepth(ds); @@ -2026,6 +2030,7 @@ bool GSRendererHW::OI_SuperManReturns(GSTexture* rt, GSTexture* ds, GSTextureCac m_dev->ClearRenderTarget(rt, GSVector4(m_vt.m_min.c)); m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, ctx->FRAME.Block()); + GL_INS("OI_SuperManReturns"); return false; }