mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hw: Add some logs for OI fixes, add JakX beta eu crc id.
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@ -449,6 +449,7 @@ CRC::Game CRC::m_games[] =
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{0x644CFD03, Jak3, US, 0},
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{0x23F8D35B, Jak3, NoRegion, 0}, // EU Preview, US Internal test build
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{0xDF659E77, JakX, EU, 0}, // Jak X: Combat Racing
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{0xC20596DB, JakX, EU, 0}, // Beta Trial Disc, v0.01
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{0x3091E6FB, JakX, US, 0},
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{0xDA366A53, JakX, US, 0}, // Public Beta v.1
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{0x4653CA3E, HarleyDavidson, US, 0},
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@ -1813,6 +1813,7 @@ bool GSRendererHW::OI_FFX(GSTexture* rt, GSTexture* ds, GSTextureCache::Source*
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if((FBP == 0x00d00 || FBP == 0x00000) && ZBP == 0x02100 && PRIM->TME && TBP == 0x01a00 && m_context->TEX0.PSM == PSM_PSMCT16S)
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{
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// random battle transition (z buffer written directly, clear it now)
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GL_INS("OI_FFX ZB clear");
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if(ds)
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ds->Commit(); // Don't bother to save few MB for a single game
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m_dev->ClearDepth(ds);
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@ -1865,6 +1866,7 @@ bool GSRendererHW::OI_RozenMaidenGebetGarden(GSTexture* rt, GSTexture* ds, GSTex
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if(GSTextureCache::Target* tmp_rt = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::RenderTarget, true))
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{
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GL_INS("OI_RozenMaidenGebetGarden FB clear");
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tmp_rt->m_texture->Commit(); // Don't bother to save few MB for a single game
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m_dev->ClearRenderTarget(tmp_rt->m_texture, 0);
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}
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@ -1883,6 +1885,7 @@ bool GSRendererHW::OI_RozenMaidenGebetGarden(GSTexture* rt, GSTexture* ds, GSTex
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if(GSTextureCache::Target* tmp_ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, true))
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{
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GL_INS("OI_RozenMaidenGebetGarden ZB clear");
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tmp_ds->m_texture->Commit(); // Don't bother to save few MB for a single game
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m_dev->ClearDepth(tmp_ds->m_texture);
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}
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@ -1935,6 +1938,7 @@ bool GSRendererHW::OI_StarWarsForceUnleashed(GSTexture* rt, GSTexture* ds, GSTex
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{
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if((FBP == 0x0 || FBP == 0x01180) && FPSM == PSM_PSMCT32 && (m_vt.m_eq.z && m_vt.m_max.p.z == 0))
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{
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GL_INS("OI_StarWarsForceUnleashed FB clear");
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if(ds)
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ds->Commit(); // Don't bother to save few MB for a single game
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m_dev->ClearDepth(ds);
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@ -2026,6 +2030,7 @@ bool GSRendererHW::OI_SuperManReturns(GSTexture* rt, GSTexture* ds, GSTextureCac
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m_dev->ClearRenderTarget(rt, GSVector4(m_vt.m_min.c));
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m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, ctx->FRAME.Block());
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GL_INS("OI_SuperManReturns");
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return false;
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}
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