/* ZZ Open GL graphics plugin * Copyright (c)2010 gregory.hainaut@gmail.com * Based on GSdx Copyright (C) 2007-2009 Gabest * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ /* This file is a collection of hack for removing the blur effect on some games * The blur renders very badly on high screen flat panel. * * To avoid severals combo-box, the hack detects the game based on crc */ #ifndef ZZOGL_FLUSH_HACK_H_INCLUDED #define ZZOGL_FLUSH_HACK_H_INCLUDED #include "GS.h" #include "zerogs.h" extern int g_SkipFlushFrame; struct GSFrameInfo { u32 FBP; u32 FPSM; u32 FBMSK; u32 TBP0; u32 TPSM; u32 TZTST; bool TME; }; typedef void (*GetSkipCount)(const GSFrameInfo& fi, int& skip); extern GetSkipCount GetSkipCount_Handler; void GSC_Okami(const GSFrameInfo& fi, int& skip); void GSC_MetalGearSolid3(const GSFrameInfo& fi, int& skip); void GSC_DBZBT2(const GSFrameInfo& fi, int& skip); void GSC_DBZBT3(const GSFrameInfo& fi, int& skip); void GSC_SFEX3(const GSFrameInfo& fi, int& skip); void GSC_Bully(const GSFrameInfo& fi, int& skip); void GSC_BullyCC(const GSFrameInfo& fi, int& skip); void GSC_SoTC(const GSFrameInfo& fi, int& skip); void GSC_OnePieceGrandAdventure(const GSFrameInfo& fi, int& skip); void GSC_OnePieceGrandBattle(const GSFrameInfo& fi, int& skip); void GSC_ICO(const GSFrameInfo& fi, int& skip); void GSC_GT4(const GSFrameInfo& fi, int& skip); void GSC_WildArms4(const GSFrameInfo& fi, int& skip); void GSC_WildArms5(const GSFrameInfo& fi, int& skip); void GSC_Manhunt2(const GSFrameInfo& fi, int& skip); void GSC_CrashBandicootWoC(const GSFrameInfo& fi, int& skip); void GSC_ResidentEvil4(const GSFrameInfo& fi, int& skip); void GSC_Spartan(const GSFrameInfo& fi, int& skip); void GSC_AceCombat4(const GSFrameInfo& fi, int& skip); void GSC_Drakengard2(const GSFrameInfo& fi, int& skip); void GSC_Tekken5(const GSFrameInfo& fi, int& skip); void GSC_IkkiTousen(const GSFrameInfo& fi, int& skip); void GSC_GodOfWar(const GSFrameInfo& fi, int& skip); void GSC_GodOfWar2(const GSFrameInfo& fi, int& skip); void GSC_GiTS(const GSFrameInfo& fi, int& skip); void GSC_Onimusha3(const GSFrameInfo& fi, int& skip); void GSC_TalesOfAbyss(const GSFrameInfo& fi, int& skip); void GSC_SonicUnleashed(const GSFrameInfo& fi, int& skip); void GSC_Genji(const GSFrameInfo& fi, int& skip); void GSC_StarOcean3(const GSFrameInfo& fi, int& skip); void GSC_ValkyrieProfile2(const GSFrameInfo& fi, int& skip); void GSC_RadiataStories(const GSFrameInfo& fi, int& skip); extern bool IsBadFrame(ZeroGS::VB& curvb); #endif