mirror of https://github.com/PCSX2/pcsx2.git
GSdx-TC: Get rid of nasty ZWriteMustNotClear hack.
d3d11 supports depth now.
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@ -278,21 +278,21 @@ CRC::Game CRC::m_games[] =
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{0xC70FC973, ValkyrieProfile2, IT, 0},
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{0x47B9B2FD, RadiataStories, US, 0},
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{0xAC73005E, RadiataStories, JP, 0},
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{0xE8FCF8EC, SMTNocturne, US, ZWriteMustNotClear}, // saves/reloads z buffer around shadow drawing, same issue with all the SMT games following
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{0xF0A31EE3, SMTNocturne, EU, ZWriteMustNotClear}, // SMTNocturne (Lucifers Call in EU)
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{0xAE0DE7B7, SMTNocturne, EU, ZWriteMustNotClear}, // SMTNocturne (Lucifers Call in EU)
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{0xD60DA6D4, SMTNocturne, JP, ZWriteMustNotClear}, // SMTNocturne
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{0x0E762E8D, SMTNocturne, JP, ZWriteMustNotClear}, // SMTNocturne Maniacs
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{0x47BA9034, SMTNocturne, JP, ZWriteMustNotClear}, // SMTNocturne Maniacs Chronicle
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{0xD3FFC263, SMTNocturne, KO, ZWriteMustNotClear},
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{0xD7273511, SMTDDS1, US, ZWriteMustNotClear}, // SMT Digital Devil Saga
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{0x1683A6BE, SMTDDS1, EU, ZWriteMustNotClear}, // SMT Digital Devil Saga
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{0x44865CE1, SMTDDS1, JP, ZWriteMustNotClear}, // SMT Digital Devil Saga
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{0xF2E397C0, SMTDDS1, KO, ZWriteMustNotClear}, // SMT Digital Devil Saga
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{0x43202D1A, SMTDDS2, KO, ZWriteMustNotClear}, // SMT Digital Devil Saga 2
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{0xD382C164, SMTDDS2, US, ZWriteMustNotClear}, // SMT Digital Devil Saga 2
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{0xD568B684, SMTDDS2, EU, ZWriteMustNotClear}, // SMT Digital Devil Saga 2
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{0xE47C1A9C, SMTDDS2, JP, ZWriteMustNotClear}, // SMT Digital Devil Saga 2
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{0xE8FCF8EC, SMTNocturne, US, 0},
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{0xF0A31EE3, SMTNocturne, EU, 0}, // SMTNocturne (Lucifers Call in EU)
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{0xAE0DE7B7, SMTNocturne, EU, 0}, // SMTNocturne (Lucifers Call in EU)
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{0xD60DA6D4, SMTNocturne, JP, 0}, // SMTNocturne
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{0x0E762E8D, SMTNocturne, JP, 0}, // SMTNocturne Maniacs
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{0x47BA9034, SMTNocturne, JP, 0}, // SMTNocturne Maniacs Chronicle
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{0xD3FFC263, SMTNocturne, KO, 0},
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{0xD7273511, SMTDDS1, US, 0}, // SMT Digital Devil Saga
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{0x1683A6BE, SMTDDS1, EU, 0}, // SMT Digital Devil Saga
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{0x44865CE1, SMTDDS1, JP, 0}, // SMT Digital Devil Saga
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{0xF2E397C0, SMTDDS1, KO, 0}, // SMT Digital Devil Saga
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{0x43202D1A, SMTDDS2, KO, 0}, // SMT Digital Devil Saga 2
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{0xD382C164, SMTDDS2, US, 0}, // SMT Digital Devil Saga 2
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{0xD568B684, SMTDDS2, EU, 0}, // SMT Digital Devil Saga 2
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{0xE47C1A9C, SMTDDS2, JP, 0}, // SMT Digital Devil Saga 2
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{0x0B8AB37B, RozenMaidenGebetGarden, JP, 0},
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{0xA33AF77A, TenchuFS, US, 0},
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{0x64C58FB4, TenchuFS, US, 0},
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@ -198,7 +198,6 @@ public:
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enum Flags
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{
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PointListPalette = 1,
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ZWriteMustNotClear = 2,
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};
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struct Game
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@ -1857,9 +1857,6 @@ void GSTextureCache::Target::Update()
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// do the most likely thing a direct write would do, clear it
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GL_INS("ERROR: Update DepthStencil dummy");
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if((m_renderer->m_game.flags & CRC::ZWriteMustNotClear) == 0)
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m_renderer->m_dev->ClearDepth(m_texture);
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return;
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} else if (m_type == DepthStencil && m_renderer->m_game.title == CRC::FFX2) {
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GL_INS("ERROR: bad invalidation detected, depth buffer will be cleared");
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