mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Remove GT3/Concept CRC Hacks.
This follows PR #2304. The CRC hacks are no longer needed due to the partial port of channel shuffle on D3D. They cause higher vram spikes now.
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@ -1269,34 +1269,6 @@ bool GSC_ICO(const GSFrameInfo& fi, int& skip)
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return true;
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}
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bool GSC_GT3(const GSFrameInfo& fi, int& skip)
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{
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// Same issue as GT4??? The GT4 hack removed layer obscuring the screen when the in-game brightness or contrast setting is set to any value but 0.
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if(skip == 0)
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{
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if(fi.TME && fi.FBP >= 0x02de0 && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x01180) && fi.TPSM == PSM_PSMT8)
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{
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skip = 770;
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}
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}
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return true;
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}
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bool GSC_GTConcept(const GSFrameInfo& fi, int& skip)
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{
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// Same issue as GSC_GT3/GT4 ???
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if(skip == 0)
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{
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if(fi.TME && fi.FBP >= 0x03420 && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x01400) && fi.TPSM == PSM_PSMT8)
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{
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skip = 880;
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}
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}
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return true;
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}
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bool GSC_SkyGunner(const GSFrameInfo& fi, int& skip)
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{
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if(skip == 0)
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@ -2380,8 +2352,6 @@ void GSState::SetupCrcHack()
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lut[CRC::StarWarsBattlefront2] = GSC_StarWarsBattlefront2;
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lut[CRC::StarWarsBattlefront] = GSC_StarWarsBattlefront;
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// Dedicated shader for channel effect
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lut[CRC::GT3] = GSC_GT3;
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lut[CRC::GTConcept] = GSC_GTConcept;
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lut[CRC::TalesOfAbyss] = GSC_TalesOfAbyss;
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// RW frame buffer. UserHacks_AutoFlush allow to emulate it correctly
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