gsdx: add CRC hack for Nocturne PAL

Reduce depth transfer to the real size of the game. Otherwise
we need to handle a mix of color/depth transfer.
This commit is contained in:
Gregory Hainaut committed 2016-04-11 16:04:04 +02:00
1 parent 00aa07ad97
commit 4611264ce3
2 files changed
+23 -1

No files matched your search

+1 -1
View File
@@ -726,7 +726,7 @@ void GSTextureCache::InvalidateLocalMem(GSOffset* off, const GSVector4i& r)
// No depth handling please.
if (psm == PSM_PSMZ32 || psm == PSM_PSMZ24 || psm == PSM_PSMZ16 || psm == PSM_PSMZ16S) {
GL_INS("ERROR: InvalidateLocalMem depth format isn't supported");
GL_INS("ERROR: InvalidateLocalMem depth format isn't supported (%d,%d to %d,%d)", r.x, r.y, r.z, r.w);
if (m_can_convert_depth) {
for(auto t : m_dst[DepthStencil]) {
if(GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM)) {