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c394c408d0
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GregMiscellaneous@3670 96395faa-99c1-11dd-bbfe-3dabce05a288
84 lines
3.2 KiB
C
84 lines
3.2 KiB
C
/* ZZ Open GL graphics plugin
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* Copyright (c)2010 gregory.hainaut@gmail.com
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* Based on GSdx Copyright (C) 2007-2009 Gabest
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/* This file is a collection of hack for removing the blur effect on some games
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* The blur renders very badly on high screen flat panel.
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*
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* To avoid severals combo-box, the hack detects the game based on crc
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*/
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#ifndef ZZOGL_FLUSH_HACK_H_INCLUDED
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#define ZZOGL_FLUSH_HACK_H_INCLUDED
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#include "GS.h"
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#include "zerogs.h"
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extern int g_SkipFlushFrame;
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struct GSFrameInfo
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{
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u32 FBP;
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u32 FPSM;
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u32 FBMSK;
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u32 TBP0;
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u32 TPSM;
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u32 TZTST;
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bool TME;
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};
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typedef void (*GetSkipCount)(const GSFrameInfo& fi, int& skip);
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extern GetSkipCount GetSkipCount_Handler;
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void GSC_Okami(const GSFrameInfo& fi, int& skip);
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void GSC_MetalGearSolid3(const GSFrameInfo& fi, int& skip);
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void GSC_DBZBT2(const GSFrameInfo& fi, int& skip);
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void GSC_DBZBT3(const GSFrameInfo& fi, int& skip);
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void GSC_SFEX3(const GSFrameInfo& fi, int& skip);
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void GSC_Bully(const GSFrameInfo& fi, int& skip);
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void GSC_BullyCC(const GSFrameInfo& fi, int& skip);
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void GSC_SoTC(const GSFrameInfo& fi, int& skip);
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void GSC_OnePieceGrandAdventure(const GSFrameInfo& fi, int& skip);
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void GSC_OnePieceGrandBattle(const GSFrameInfo& fi, int& skip);
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void GSC_ICO(const GSFrameInfo& fi, int& skip);
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void GSC_GT4(const GSFrameInfo& fi, int& skip);
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void GSC_WildArms4(const GSFrameInfo& fi, int& skip);
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void GSC_WildArms5(const GSFrameInfo& fi, int& skip);
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void GSC_Manhunt2(const GSFrameInfo& fi, int& skip);
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void GSC_CrashBandicootWoC(const GSFrameInfo& fi, int& skip);
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void GSC_ResidentEvil4(const GSFrameInfo& fi, int& skip);
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void GSC_Spartan(const GSFrameInfo& fi, int& skip);
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void GSC_AceCombat4(const GSFrameInfo& fi, int& skip);
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void GSC_Drakengard2(const GSFrameInfo& fi, int& skip);
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void GSC_Tekken5(const GSFrameInfo& fi, int& skip);
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void GSC_IkkiTousen(const GSFrameInfo& fi, int& skip);
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void GSC_GodOfWar(const GSFrameInfo& fi, int& skip);
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void GSC_GodOfWar2(const GSFrameInfo& fi, int& skip);
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void GSC_GiTS(const GSFrameInfo& fi, int& skip);
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void GSC_Onimusha3(const GSFrameInfo& fi, int& skip);
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void GSC_TalesOfAbyss(const GSFrameInfo& fi, int& skip);
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void GSC_SonicUnleashed(const GSFrameInfo& fi, int& skip);
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void GSC_Genji(const GSFrameInfo& fi, int& skip);
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void GSC_StarOcean3(const GSFrameInfo& fi, int& skip);
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void GSC_ValkyrieProfile2(const GSFrameInfo& fi, int& skip);
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void GSC_RadiataStories(const GSFrameInfo& fi, int& skip);
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extern bool IsBadFrame(ZeroGS::VB& curvb);
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#endif
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