diff --git a/pcsx2/GS/Renderers/HW/GSHwHack.cpp b/pcsx2/GS/Renderers/HW/GSHwHack.cpp index e3e977308f..382830d602 100644 --- a/pcsx2/GS/Renderers/HW/GSHwHack.cpp +++ b/pcsx2/GS/Renderers/HW/GSHwHack.cpp @@ -822,23 +822,6 @@ bool GSHwHack::GSC_MetalGearSolid3(GSRendererHW& r, int& skip) return true; } -bool GSHwHack::GSC_HitmanBloodMoney(GSRendererHW& r, int& skip) -{ - // The game does a stupid thing where it backs up the last 2 pages of the framebuffer with shuffles, uploads a CT32 texture to it - // then copies the RGB back (keeping the new alpha only). It's pretty gross, I have no idea why they didn't just upload a new alpha. - // This is a real pain to emulate with the current state of things, so let's just clear the dirty area from the upload and pretend it wasn't there. - - // Catch the first draw of the copy back. - if (RFBP > 0 && RTPSM == PSMT8H && RFPSM == PSMCT32) - { - GSTextureCache::Target* target = g_texture_cache->FindOverlappingTarget(RFBP, RFBP + 1); - if (target) - target->m_dirty.clear(); - } - - return false; -} - bool GSHwHack::OI_PointListPalette(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) { const u32 n_vertices = r.m_vertex.next; @@ -1328,7 +1311,6 @@ const GSHwHack::Entry GSHwHack::s_get_skip_count_function CRC_F(GSC_NFSUndercover), CRC_F(GSC_PolyphonyDigitalGames), CRC_F(GSC_MetalGearSolid3), - CRC_F(GSC_HitmanBloodMoney), CRC_F(GSC_Battlefield2), // Channel Effect diff --git a/pcsx2/GS/Renderers/HW/GSHwHack.h b/pcsx2/GS/Renderers/HW/GSHwHack.h index f9670050de..9b32701f3d 100644 --- a/pcsx2/GS/Renderers/HW/GSHwHack.h +++ b/pcsx2/GS/Renderers/HW/GSHwHack.h @@ -26,7 +26,6 @@ public: static bool GSC_Battlefield2(GSRendererHW& r, int& skip); static bool GSC_PolyphonyDigitalGames(GSRendererHW& r, int& skip); static bool GSC_MetalGearSolid3(GSRendererHW& r, int& skip); - static bool GSC_HitmanBloodMoney(GSRendererHW& r, int& skip); static bool OI_PointListPalette(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t); static bool OI_DBZBTGames(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);