/*
 *	Copyright (C) 2007-2016 Gabest
 *	http://www.gabest.org
 *
 *  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, 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 GNU Make; see the file COPYING.  If not, write to
 *  the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA USA.
 *  http://www.gnu.org/copyleft/gpl.html
 *
 */

#include "stdafx.h"
#include "GSState.h"
#include "GSdx.h"

bool s_nativeres;
static CRCHackLevel s_crc_hack_level = CRCHackLevel::Full;

// hacks
#define Dx_and_OGL (s_crc_hack_level >= CRCHackLevel::Partial)
#define Dx_only (s_crc_hack_level >= CRCHackLevel::Full)
#define Aggressive (s_crc_hack_level >= CRCHackLevel::Aggressive)

CRC::Region g_crc_region = CRC::NoRegion;

////////////////////////////////////////////////////////////////////////////////
// Broken on both DirectX and OpenGL
// (note: could potentially work with latest OpenGL)
////////////////////////////////////////////////////////////////////////////////

bool GSC_BigMuthaTruckers(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && (fi.TBP0 == 0x01400 || fi.TBP0 == 0x012c0) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16)
		{
			// Mid-texture pointer is a cache miss,
			// luckily we replace a half-screen TS effect with a full-screen one in 
			// EmulateTextureShuffleAndFbmask (see #2934).
			// While this works for the time being, it's not ideal.
			// Skip the unneeded extra TS draw.
			skip = 1;
		}
	}

	return true;
}

bool GSC_Bully(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if((Aggressive || !s_nativeres) && !fi.TME && (fi.FBP == 0x02300  || fi.FBP == 0x02800) && fi.FPSM == PSM_PSMCT24)
		{
			// ntsc 0x02300, pal 0x02800
			// Don't enable hack on native res if crc is below aggressive.
			// Previous value 6, ntsc didn't like it.
			skip = 8; // Upscaling blur/ghosting
		}
	}

	return true;
}

bool GSC_DBZBT2(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if((Aggressive || !s_nativeres) && !fi.TME && (fi.FBP == 0x02a00 || fi.FBP == 0x03000) && fi.FPSM == PSM_PSMCT16)
		{
			// Character outlines.
			// Glow/blur effect. Causes ghosting on upscaled resolution.
			// Don't enable hack on native res if crc is below aggressive.
			skip = 10;
		}
	}

	return true;
}

bool GSC_DBZBT3(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if((Aggressive || !s_nativeres) && fi.TME && (fi.FBP == 0x03400 || fi.FBP == 0x02e00) && fi.FPSM == fi.TPSM && fi.TBP0 == 0x03f00 && fi.TPSM == PSM_PSMCT32)
		{
			// Ghosting/Blur effect. Upscaling issue.
			// Can be fixed with TC X,Y offsets.
			// Don't enable hack on native res if crc is below aggressive.
			skip = 3;
		}
	}

	return true;
}

bool GSC_DeathByDegreesTekkenNinaWilliams(const GSFrameInfo& fi, int& skip)
{
	// Note: Game also has issues with texture shuffle not supported on strange clamp mode.
	// See https://forums.pcsx2.net/Thread-GSDX-Texture-Cache-Bug-Report-Death-By-Degrees-SLUS-20934-NTSC
	if(skip == 0)
	{
		if((Aggressive || !s_nativeres) && fi.TME && fi.FBP == 0  && fi.TBP0==0x34a0 && fi.TPSM == PSM_PSMCT32)
		{
			// Don't enable hack on native res if crc is below aggressive.
			// Upscaling issue similar to Tekken 5.
			skip = 1; // Animation pane
		}
		else if(Aggressive && fi.FBP == 0x3500 && fi.TPSM == PSM_PSMT8 && fi.FBMSK == 0xFFFF00FF)
		{
			// Needs to be further tested so put it on Aggressive for now, likely channel shuffle.
			skip = 4; // Underwater white fog
		}
	}
	else
	{
		if((Aggressive || !s_nativeres) && fi.TME && (fi.FBP | fi.TBP0 | fi.FPSM | fi.TPSM) && fi.FBMSK == 0x00FFFFFF)
		{
			// Needs to be further tested so assume it's related with the upscaling hack.
			skip = 1; // Animation speed
		}
	}

	return true;
}

bool GSC_GiTS(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.FBP == 0x03000 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8)
		{
			// Channel effect not properly supported yet
			skip = 9;
		}
	}

	return true;
}

bool GSC_GodOfWar2(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(Aggressive && fi.TME && fi.FPSM == PSM_PSMCT16 && (fi.FBP == 0x00100 || fi.FBP == 0x02100) && (fi.TBP0 == 0x00100 || fi.TBP0 == 0x02100) && fi.TPSM == PSM_PSMCT16)
		{
			// Can be used as a speed hack.
			// Removes shadows.
			skip = 1000;
		}
		else if(Aggressive && fi.TME && fi.TPSM == PSM_PSMCT24 && fi.FBP == 0x1300 && (fi.TBP0 == 0x0F00 || fi.TBP0 == 0x1300 || fi.TBP0 == 0x2b00)) // || fi.FBP == 0x0100
		{
			// Upscaling hack maybe ? Needs to be verified, move it to Aggressive state just in case.
			skip = 1; // global haze/halo
		}
		else if((Aggressive || !s_nativeres) && fi.TME && fi.TPSM == PSM_PSMCT24 && (fi.FBP == 0x0100 || fi.FBP == 0x2100) && (fi.TBP0 == 0x2b00 || fi.TBP0 == 0x2e80 || fi.TBP0 == 0x3100)) // 480P 2e80, interlaced 3100
		{
			// Upscaling issue.
			// Don't enable hack on native res if crc is below aggressive.
			skip = 1; // water effect and water vertical lines
		}
	}
	else
	{
		if(Aggressive && fi.TME && (fi.FBP == 0x00100 || fi.FBP == 0x02100) && fi.FPSM == PSM_PSMCT16)
		{
			skip = 3;
		}
	}

	return true;
}

bool GSC_WildArmsGames(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.FBP == 0x03100 && fi.FPSM == PSM_PSMZ32 && fi.TBP0 == 0x01c00 && fi.TPSM == PSM_PSMZ32)
		{
			skip = 100;
		}
	}
	else
	{
		if(fi.TME && fi.FBP == 0x00e00 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x02a00 && fi.TPSM == PSM_PSMCT32)
		{
			skip = 1;
		}
	}

	return true;
}

// Channel effect not properly supported yet
bool GSC_Manhunt2(const GSFrameInfo& fi, int& skip)
{
	/*
	 * The game readback RT as 8 bits index texture to apply a non-linear brightness/gamma correction on all channel
	 * It could be written in HLE shader as:
	 * out = blue_lut[in.blue] + green_lut[in.green] + blue_lut[in.blue]
	 *
	 * Unlike others games (which do all pages of a channel), man hunt apply the 3 channel corrections by page.
	 * (in short it is loop index/loop page instead of loop page/loop index)
	 *
	 * It is very annoying to detect.So in order to fix the effect the best
	 * solution will be to implement an alternate draw call and then skip the
	 * useless gs draw call.
	 *
	 * Blue  Palette correction is located @ 0x3C08 (TEX0.CBP of the first draw call that will fire the effect)
	 * Green Palette correction is located @ 0x3C04
	 * Blue  Palette correction is located @ 0x3C00
	 * Either we upload the data as a new texture or we could hardcode them in a shader
	 *
	 */
	if(skip == 0)
	{
		if(fi.TME && fi.FBP == 0x03c20 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x01400 && fi.TPSM == PSM_PSMT8)
		{
			skip = 640;
		}
	}

	return true;
}

bool GSC_CrashBandicootWoC(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x008c0 || fi.FBP == 0x00a00) && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x008c0 || fi.TBP0 == 0x00a00) && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.FPSM == fi.TPSM)
		{
			return false; // allowed
		}

		if(fi.TME && (fi.FBP == 0x01e40 || fi.FBP == 0x02200)  && fi.FPSM == PSM_PSMZ24 && (fi.TBP0 == 0x01180 || fi.TBP0 == 0x01400) && fi.TPSM == PSM_PSMZ24)
		{
			skip = 42;
		}
	}
	else
	{
		if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x008c0 || fi.FBP == 0x00a00) && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03c00 && fi.TPSM == PSM_PSMCT32)
		{
			skip = 0;
		}
		else if(!fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x008c0 || fi.FBP == 0x00a00))
		{
			skip = 0;
		}
	}

	return true;
}

bool GSC_SacredBlaze(const GSFrameInfo& fi, int& skip)
{
	//Fix Sacred Blaze rendering glitches
	if(skip == 0)
	{
		if(fi.TME && (fi.FBP==0x0000 || fi.FBP==0x0e00) && (fi.TBP0==0x2880 || fi.TBP0==0x2a80 ) && fi.FPSM==fi.TPSM && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0x0)
		{
			skip = 1;
		}
	}

	return true;
}

bool GSC_Spartan(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME)
		{
			// depth textures (bully, mgs3s1 intro, Front Mission 5)
			if( (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S) ||
				// General, often problematic post processing
				(GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) )
			{
				skip = 2;
			}
		}
	}

	return true;
}

bool GSC_IkkiTousen(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if((Aggressive || !s_nativeres) && fi.TME && fi.FBP == 0x00700 && fi.FPSM == PSM_PSMZ24 && fi.TBP0 == 0x01180 && fi.TPSM == PSM_PSMZ24)
		{
			// Might not be needed if any of the upscaling hacks fix the issues, needs to be further tested.
			// Don't enable hack on native res if crc is below aggressive.
			skip = 11; // Upscaling blur/ghosting
		}
	}

	return true;
}

bool GSC_Onimusha3(const GSFrameInfo& fi, int& skip)
{
	if(fi.TME /*&& (fi.FBP == 0x00000 || fi.FBP == 0x00700)*/ && (fi.TBP0 == 0x01180 || fi.TBP0 == 0x00e00 || fi.TBP0 == 0x01000 || fi.TBP0 == 0x01200) && (fi.TPSM == PSM_PSMCT32 || fi.TPSM == PSM_PSMCT24))
	{
		skip = 1;
	}

	return true;
}

bool GSC_Genji(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.FBP == 0x01500 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00e00 && fi.TPSM == PSM_PSMZ16)
		{
			// likely fixed in openGL (texture shuffle)
			// Missing block at the top left
			if (Dx_only)
				skip = 6;
			else
				return false;
		}
		else if(fi.TPSM == PSM_PSMCT24 && fi.TME ==0x0001 && fi.TBP0==fi.FBP)
		{
			skip = 1; // Blur
		}
		else if(fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0)
		{
			skip = 1; // White Fog
		}
	}

	return true;
}

bool GSC_EvangelionJo(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if((Aggressive || !s_nativeres) && fi.TME && fi.TBP0 == 0x2BC0 || (fi.FBP == 0 || fi.FBP == 0x1180) && (fi.FPSM | fi.TPSM) == 0)
		{
			// Don't enable hack on native res if crc is below aggressive.
			// Removes blur/glow. Fixes ghosting when resolution is upscaled.
			skip = 1;
		}
	}

	return true;
}

bool GSC_Oneechanbara2Special(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if((Aggressive || !s_nativeres) && fi.TPSM == PSM_PSMCT24 && fi.TME && fi.FBP == 0x01180)
		{
			// Don't enable hack on native res if crc is below aggressive.
			// Ghosting upscaling issue, bottom and right red lines also by upscaling.
			skip = 1;
		}
	}

	return true;
}

bool GSC_SakuraTaisen(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(!fi.TME && (fi.FBP == 0x0 || fi.FBP == 0x1180) && (fi.TBP0!=0x3fc0 && fi.TBP0!=0x3c9a && fi.TBP0 !=0x3dec /*fi.TBP0 ==0x38d0 || fi.TBP0==0x3912 ||fi.TBP0==0x3bdc ||fi.TBP0==0x3ab3 ||fi.TBP0<=0x3a92*/) && fi.FPSM == PSM_PSMCT32 && (fi.TPSM == PSM_PSMT8 || fi.TPSM == PSM_PSMT4) && (fi.FBMSK == 0x00FFFFFF || !fi.FBMSK))
		{
			skip = 0; //3dec 3fc0 3c9a
		}
		if(!fi.TME && (fi.FBP | fi.TBP0) !=0 && (fi.FBP | fi.TBP0) !=0x1180 && (fi.FBP | fi.TBP0) !=0x3be0 && (fi.FBP | fi.TBP0) !=0x3c80 && fi.TBP0!=0x3c9a  && (fi.FBP | fi.TBP0) !=0x3d80 && fi.TBP0 !=0x3dec&& fi.FPSM == PSM_PSMCT32 && (fi.FBMSK==0))
		{
			skip =0; //3dec 3fc0 3c9a
		}
		if(!fi.TME && (fi.FBP | fi.TBP0) !=0 && (fi.FBP | fi.TBP0) !=0x1180 && (fi.FBP | fi.TBP0) !=0x3be0 && (fi.FBP | fi.TBP0) !=0x3c80 && (fi.FBP | fi.TBP0) !=0x3d80 && fi.TBP0!=0x3c9a && fi.TBP0 !=0x3de && fi.FPSM == PSM_PSMCT32 && (fi.FBMSK==0))
		{
			skip =1; //3dec 3fc0 3c9a
		}
		else if(fi.TME && (fi.FBP == 0 || fi.FBP == 0x1180) && fi.TBP0 == 0x35B8 && fi.TPSM == PSM_PSMT4)
		{
			skip = 1;
		}
		else
		{
			if(!fi.TME && (fi.FBP | fi.TBP0) ==0x38d0 && fi.FPSM == PSM_PSMCT32 )
			{
				skip = 1; //3dec 3fc0 3c9a
			}
		}
	}

	return true;
}

bool GSC_ShadowofRome(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.FBP && fi.TPSM == PSM_PSMT8H && ( fi.FBMSK ==0x00FFFFFF))
		{
			// Depth issues on all renders, white wall and white duplicate characters.
			skip = 1;
		}
		else if(fi.TME ==0x0001 && (fi.TBP0==0x1300 || fi.TBP0==0x0f00) && fi.FBMSK>=0xFFFFFF)
		{
			// Cause a grey transparent wall (D3D) and a transparent vertical grey line (all renders) on the left side of the screen.
			// Blur effect maybe ?
			skip = 1;
		}
		else if(fi.TME && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 ==0x0160 ||fi.TBP0==0x01e0 || fi.TBP0<=0x0800) && fi.TPSM == PSM_PSMT8)
		{
			skip = 1; // Speedhack ?
		}
	}

	return true;
}

bool GSC_SFEX3(const GSFrameInfo& fi, int& skip)
{
	if (skip == 0)
	{
		if (fi.TME && fi.FBP == 0x00500 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00f00 && fi.TPSM == PSM_PSMCT16)
		{
			// Not an upscaling issue.
			// Elements on the screen show double/distorted.
			skip = 2;
		}
	}

	return true;
}

bool GSC_TimeSplitters2(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00 || fi.FBP == 0x01000) && fi.FPSM == fi.TPSM && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x00e00 || fi.TBP0 == 0x01000) && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0x0FF000000)
		{
			skip = 1;
		}
	}

	return true;
}

bool GSC_LordOfTheRingsThirdAge(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(!fi.TME && fi.FBP == 0x03000 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4 && fi.FBMSK == 0xFF000000)
		{
			skip = 1000;	//shadows
		}
	}
	else
	{
		if (fi.TME && (fi.FBP == 0x0 || fi.FBP == 0x00e00 || fi.FBP == 0x01000) && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03000 && fi.TPSM == PSM_PSMCT24)
		{
			skip = 1;
		}
	}

	return true;
}

bool GSC_Tekken5(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if((Aggressive || !s_nativeres) && fi.TME && (fi.FBP == 0x02d60 || fi.FBP == 0x02d80 || fi.FBP == 0x02ea0 || fi.FBP == 0x03620 || fi.FBP == 0x03640) && fi.FPSM == fi.TPSM && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT32)
		{
			// Don't enable hack on native res if crc is below aggressive.
			// Fixes/removes ghosting/blur effect and white lines appearing in stages: Moonfit Wilderness, Acid Rain - caused by upscaling.
			// Downside is it also removes the channel effect which is fixed on OpenGL.
			// Let's enable this hack for Aggressive only since it's an upscaling issue for both renders.
			skip = 95;
		}
		else if(fi.TME && (fi.FBP == 0x02bc0 || fi.FBP == 0x02be0 || fi.FBP == 0x02d00 || fi.FBP == 0x03480 || fi.FBP == 0x034a0) && fi.FPSM == fi.TPSM && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT32)
		{
			// The moving display effect(flames) is not emulated properly in the entire screen so let's remove the effect in the stage: Burning Temple. Related to half screen bottom issue.
			// Fixes black lines in the stage: Burning Temple - caused by upscaling. Note the black lines can also be fixed with Merge Sprite hack.
			skip = 2;
		}
	}

	return true;
}

bool GSC_TombRaiderAnniversary(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.FBP == 0x01000 && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32)
		{
			skip = 1; // Garbage TC
		}
	}

	return true;
}

bool GSC_TombRaiderLegend(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		// ||fi.TBP0 ==0x2F00
		if(fi.TME && fi.FBP == 0x01000 && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32 && (fi.TBP0 == 0x2b60 ||fi.TBP0 == 0x2b80 || fi.TBP0 == 0x2E60 ||fi.TBP0 ==0x3020 ||fi.TBP0 == 0x3200 || fi.TBP0 == 0x3320))
		{
			skip = 1; // Garbage TC
		}
		else if(fi.TPSM == PSM_PSMCT32 && (fi.TPSM | fi.FBP)==0x2fa0 && (fi.TBP0==0x2bc0 ) && fi.FBMSK ==0)
		{
			skip = 2; // Underwater black screen
		}
	}

	return true;
}

bool GSC_TombRaiderUnderWorld(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.FBP == 0x01000 && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32 && (fi.TBP0 == 0x2B60 /*|| fi.TBP0 == 0x2EFF || fi.TBP0 ==0x2F00 || fi.TBP0 == 0x3020*/ || fi.TBP0 >= 0x2C01 && fi.TBP0!=0x3029 && fi.TBP0!=0x302d))
		{
			skip = 1; // Garbage TC
		}
		else if(fi.TPSM == PSM_PSMCT32 && (fi.TPSM | fi.FBP)==0x2c00 && (fi.TBP0 ==0x0ee0) && fi.FBMSK ==0)
		{
			skip = 2; // Underwater black screen
		}
	}

	return true;
}

bool GSC_DevilMayCry3(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.FBP == 0x01800 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x01000 && fi.TPSM == PSM_PSMZ16)
		{
			// Texture shuffle/depth not handled properly.
			skip = 32;
		}
		if(fi.TME && fi.FBP == 0x01800 && fi.FPSM == PSM_PSMZ32 && fi.TBP0 == 0x0800 && fi.TPSM == PSM_PSMT8H)
		{
			skip = 16;
		}
		if(fi.TME && fi.FBP == 0x01800 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x0 && fi.TPSM == PSM_PSMT8H)
		{
			skip = 24;
		}
	}

	return true;
}

bool GSC_BurnoutGames(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && (fi.FBP == 0x01dc0 || fi.FBP == 0x01c00 || fi.FBP == 0x01f00 || fi.FBP == 0x01d40 || fi.FBP == 0x02200 || fi.FBP == 0x02000) && fi.FPSM == fi.TPSM && (fi.TBP0 == 0x01dc0 || fi.TBP0 == 0x01c00 || fi.TBP0 == 0x01f00 || fi.TBP0 == 0x01d40 || fi.TBP0 == 0x02200 || fi.TBP0 == 0x02000) && fi.TPSM == PSM_PSMCT32)
		{
			// 0x01dc0 01c00(MP) ntsc, 0x01f00 0x01d40(MP) ntsc progressive, 0x02200(MP) pal.
			// Yellow stripes.
			// Multiplayer tested only on Takedown.
			skip = 4;
		}
	}

	return true;
}

bool GSC_MidnightClub3(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && (fi.FBP > 0x01d00 && fi.FBP <= 0x02a00) && fi.FPSM == PSM_PSMCT32 && (fi.FBP >= 0x01600 && fi.FBP < 0x03260) && fi.TPSM == PSM_PSMT8H)
		{
			// Vram usage.
			// Tested: tokyo default cruise.
			// Move around a bit, stop car, wait as vram goes down, start moving again, vram spike.
			skip = 1;
		}
	}

	return true;
}

bool GSC_TalesOfLegendia(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && (fi.FBP == 0x3f80 || fi.FBP == 0x03fa0) && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT8)
		{
			skip = 3; // 3, 9
		}
		if(fi.TME && fi.FBP == 0x3800 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMZ32)
		{
			skip = 2;
		}
		if(fi.TME && fi.FBP && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x3d80)
		{
			skip = 1; // Missing block 2a00 in the upper left
		}
		if(fi.TME && fi.FBP ==0x1c00 && (fi.TBP0==0x2e80 ||fi.TBP0==0x2d80) && fi.TPSM ==0  && fi.FBMSK == 0xff000000)
		{
			skip = 1; // Ghosting
		}
		if(!fi.TME && fi.FBP ==0x2a00 && (fi.TBP0==0x1C00 ) && fi.TPSM ==0  && fi.FBMSK == 0x00FFFFFF)
		{
			skip = 1; // Poisoned layer dislocation
		}
	}

	return true;
}

bool GSC_Kunoichi(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(!fi.TME && (fi.FBP == 0x0 || fi.FBP == 0x00700 || fi.FBP == 0x00800) && fi.FPSM == PSM_PSMCT32 && fi.FBMSK == 0x00FFFFFF)
		{
			// Removes depth effects(shadows) not rendered correctly on all renders.
			skip = 3;
		}
		if(fi.TME && (fi.FBP ==0x0700 || fi.FBP==0) && fi.TBP0==0x0e00 && fi.TPSM ==0  && fi.FBMSK == 0)
		{
			skip = 1; // Removes black screen (not needed anymore maybe)?
		}
		if(Aggressive && fi.TME)
		{
			// depth textures (bully, mgs3s1 intro, Front Mission 5)
			if((fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S) ||
				// General, often problematic post processing
				(GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) )
			{
				// Removes burning air effect, the effect causes major slowdowns.
				skip = 1;
			}
		}
	}
	else
	{
		if(fi.TME && (fi.FBP == 0x0e00) && fi.FPSM == PSM_PSMCT32 && fi.FBMSK == 0xFF000000)
		{
			skip = 0;
		}
	}

	return true;
}

bool GSC_ZettaiZetsumeiToshi2(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME  && fi.TPSM == PSM_PSMCT16S  && (fi.FBMSK >= 0x6FFFFFFF || fi.FBMSK ==0) )
		{
			skip = 1000;
		}
		else if(fi.TME  && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0xFF000000)
		{
			skip = 2; // Fog
 		}
		else if((fi.FBP | fi.TBP0)&& fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x3FFF)
		{
			// Note start of the effect (texture shuffle) is fixed in openGL but maybe not the extra draw
			// call....
			skip = 1000;
		}
	}
	else
	{
		if(!fi.TME && fi.TPSM == PSM_PSMCT32  && fi.FBP==0x1180 && fi.TBP0==0x1180 && (fi.FBMSK ==0))
		{
			skip = 0;
		}
		if(fi.TME && fi.TPSM == PSM_PSMT4  && fi.FBP && (fi.TBP0!=0x3753))
		{
			skip = 0;
		}
		if(fi.TME && fi.TPSM == PSM_PSMT8H && fi.FBP ==0x22e0 && fi.TBP0 ==0x36e0 )
		{
			skip = 0;
		}
		if(!fi.TME  && fi.TPSM == PSM_PSMT8H && fi.FBP ==0x22e0 )
		{
			skip = 0;
		}
		if(fi.TME  && fi.TPSM == PSM_PSMT8 && (fi.FBP==0x1180 || fi.FBP==0) && (fi.TBP0 !=0x3764 && fi.TBP0!=0x370f))
		{
			skip = 0;
		}
		if(fi.TME && fi.TPSM == PSM_PSMCT16S && (fi.FBP==0x1180 ))
		{
			skip = 2;
		}
	}

	return true;
}

bool GSC_SakuraWarsSoLongMyLove(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME==0 && fi.FBP != fi.TBP0 && fi.TBP0 && fi.FBMSK == 0x00FFFFFF)
		{
			skip = 3; // Remove darkness
		}
		else if(fi.TME==0 && fi.FBP == fi.TBP0 && (fi.TBP0 ==0x1200 ||fi.TBP0 ==0x1180 ||fi.TBP0 ==0) && fi.FBMSK == 0x00FFFFFF)
		{
			skip = 3; // Remove darkness
		}
		else if(fi.TME && (fi.FBP ==0 || fi.FBP ==0x1180) && fi.FPSM == PSM_PSMCT32 && fi.TBP0 ==0x3F3F && fi.TPSM == PSM_PSMT8)
		{
			skip = 1; // Floodlight
		}
	}

	return true;
}

bool GSC_FightingBeautyWulong(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if((Aggressive || !s_nativeres) && fi.TME && (fi.TBP0 ==0x0700 || fi.TBP0 ==0x0a80) && (fi.TPSM == PSM_PSMCT32 || fi.TPSM == PSM_PSMCT24))
		{
			// Don't enable hack on native res if crc is below aggressive.
			// removes glow/blur which cause ghosting and other sprite issues similar to Tekken 5 
			skip = 1;
		}
	}

	return true;
}

bool GSC_GodHand(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && (fi.FBP ==0x0) && (fi.TBP0 ==0x2800) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32)
		{
			skip = 1; // Blur
		}
	}

	return true;
}

bool GSC_KnightsOfTheTemple2(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0)
		{
			skip = 1; // Ghosting
		}
		else if(fi.TPSM ==0x00000 && PSM_PSMCT24 && fi.TME && (fi.FBP ==0x3400 ||fi.FBP==0x3a00))
		{
			skip = 1 ; // Light source
		}
	}

	return true;
}

bool GSC_UltramanFightingEvolution(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if((Aggressive || !s_nativeres) && fi.TME && fi.FBP==0x2a00 && fi.FPSM == PSM_PSMZ24 && fi.TBP0 == 0x1c00 && fi.TPSM == PSM_PSMZ24)
		{
			// Don't enable hack on native res if crc is below aggressive.
			skip = 5; // blur
		}
	}

	return true;
}

bool GSC_TalesofSymphonia(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 == 0x2bc0 || fi.TBP0 <= 0x0200) && (fi.FBMSK==0xFF000000 ||fi.FBMSK==0x00FFFFFF))
		{
			skip = 1; //fi.FBMSK==0 Causing an animated black screen to speed up the battle
		}
		if(fi.TME  && (fi.TBP0==0x1180 || fi.TBP0==0x1a40 || fi.TBP0==0x2300) && fi.FBMSK>=0xFF000000)
		{
			skip = 1; // Afterimage
		}
	}

	return true;
}

bool GSC_Simple2000Vol114(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if((Aggressive || !s_nativeres) && fi.TME==0 && (fi.FBP==0x1500) && (fi.TBP0==0x2c97 || fi.TBP0==0x2ace || fi.TBP0==0x03d0 || fi.TBP0==0x2448) && (fi.FBMSK == 0x0000))
		{
			// Don't enable hack on native res if crc is below aggressive.
			// Upscaling issues, removes glow/blur effect which fixes ghosting.
			skip = 1;
		}
		if(fi.TME && (fi.FBP==0x0e00) && (fi.TBP0==0x1000) && (fi.FBMSK == 0x0000))
		{
			// Depth shadows, they don't work properly on OpenGL as well.
			skip = 1;
		}
	}

	return true;
}

bool GSC_UrbanReign(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.FBP==0x0000 && fi.TBP0==0x3980 && fi.FPSM==fi.TPSM && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0x0)
		{
			skip = 1; // Black shadow
		}
	}

	return true;
}

bool GSC_SkyGunner(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(!fi.TME && !(fi.FBP == 0x0 || fi.FBP == 0x00800 || fi.FBP == 0x008c0 || fi.FBP == 0x03e00) && fi.FPSM == PSM_PSMCT32 && (fi.TBP0 == 0x0 || fi.TBP0 == 0x01800) && fi.TPSM == PSM_PSMCT32)
		{
			skip = 1; // Huge Vram usage
		}
	}

	return true;
}

bool GSC_SteambotChronicles(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		// Author: miseru99 on forums.pcsx2.net
		if(fi.TME && fi.TPSM == PSM_PSMCT16S)
		{
			if(fi.FBP == 0x1180)
			{
				skip=1; // 1 deletes some of the glitched effects
			}
			else if(fi.FBP == 0)
			{
				skip=100; // deletes most others(too high deletes the buggy sea completely;c, too low causes glitches to be visible)
			}
			else if(Aggressive && fi.FBP != 0) // Aggressive CRC
			{
				skip=19; // "speedhack", makes the game very light, vaporized water can disappear when not looked at directly, possibly some interface still, other value to try: 6 breaks menu background, possibly nothing(?) during gameplay, but it's slower, hence not much of a speedhack anymore
			}
		}
	}

	return true;
}

bool GSC_YakuzaGames(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if((Aggressive || !s_nativeres) && !fi.TME && (fi.FBP == 0x1c20 || fi.FBP == 0x1e20 || fi.FBP == 0x1620) && (fi.TBP0 == 0xe00 || fi.TBP0 == 0x1000 || fi.TBP0 == 0x800) && fi.TPSM == PSM_PSMZ24 && fi.FPSM == PSM_PSMCT32
			/*&& fi.FBMSK == 0xffffff && fi.TZTST && !GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)*/)
		{
			// Don't enable hack on native res if crc is below aggressive.
			// Upscaling issues, removes glow/blur effect which fixes ghosting.
			skip = 3;
		}
	}

	return true;
}

////////////////////////////////////////////////////////////////////////////////
// Correctly emulated on OpenGL but can be used as potential speed hack
////////////////////////////////////////////////////////////////////////////////

bool GSC_GetaWayGames(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if((fi.FBP == 0 || fi.FBP == 0x1180 || fi.FBP == 0x1400) && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0)
		{
			skip = 1; // Removes fog wall.
		}
	}

	return true;
}

bool GSC_StarOcean3(const GSFrameInfo& fi, int& skip)
{
	// The game emulate a stencil buffer with the alpha channel of the RT
	// The operation of the stencil is selected with the palette
	// For example -1 wrap will be [240, 16, 32, 48 ....]
	// i.e. p[A>>4] = (A - 16) % 256
	//
	// The fastest and accurate solution will be to replace this pseudo stencil
	// by a dedicated GPU draw call
	// 1/ Use future GPU capabilities to do a "kind" of SW blending
	// 2/ Use a real stencil/atomic image, and then compute the RT alpha value
	//
	// Both of those solutions will increase code complexity (and only avoid upscaling
	// glitches)

	if(skip == 0)
	{
		if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH)
		{
			skip = 1000; //
		}
	}
	else
	{
		if(!(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH))
		{
			skip = 0;
		}
	}

	return true;
}

bool GSC_ValkyrieProfile2(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		/*if(fi.TME && (fi.FBP == 0x018c0 || fi.FBP == 0x02180) && fi.FPSM == fi.TPSM && fi.TBP0 >= 0x03200 && fi.TPSM == PSM_PSMCT32)	//NTSC only, !(fi.TBP0 == 0x03580 || fi.TBP0 == 0x03960)
		{
			skip = 1;	//red garbage in lost forest, removes other effects...
		}
		if(fi.TME && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
		{
			skip = 1; // //garbage in cutscenes, doesn't remove completely.
		}*/
		if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH)
		{
			// GH: Hack is quite similar to GSC_StarOcean3. It is potentially the same issue.
			skip = 1000; //
		}
	}
	else
	{
		if(!(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH))
		{
			skip = 0;
		}
	}

	return true;
}

bool GSC_RadiataStories(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH)
		{
			// GH: Hack is quite similar to GSC_StarOcean3. It is potentially the same issue.
			skip = 1000;
		}
	}
	else
	{
		if(!(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH))
		{
			skip = 0;
		}
	}

	return true;
}

bool GSC_TenchuGames(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.TPSM == PSM_PSMZ16 && fi.FPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
		{
			// Depth is fine, blending issues remain, crc hack can be adjusted to skip blend wall/fog only.
			skip = 3;
		}
	}

	return true;
}

bool GSC_SlyGames(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.FPSM == fi.TPSM && (fi.FBP == 0x00000 || fi.FBP == 0x00700 || fi.FBP == 0x00800 || fi.FBP == 0x008c0 || fi.FBP == 0x00a80 || fi.FBP == 0x00e00) && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
			// 0x00a80, 0x00e00 from Sly 3
		{
			// Upscaling issue with texture shuffle on dx and gl. Also removes shadows on gl.
			skip = 1000;
		}
	}
	else
	{
		if(fi.TME && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
		{
			skip = 3;
		}
	}

	return true;
}

bool GSC_Grandia3(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && (fi.FBP ==0x0 || fi.FBP ==0x0e00) && (fi.TBP0 ==0x2a00 ||fi.TBP0==0x0e00 ||fi.TBP0==0) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32)
		{
			skip = 1; // Blur
		}
	}

	return true;
}

////////////////////////////////////////////////////////////////////////////////
// Aggressive only hack
////////////////////////////////////////////////////////////////////////////////

bool GSC_AceCombat4(const GSFrameInfo& fi, int& skip)
{
	// Removes clouds for a good speed boost, removes both 3D clouds(invisible with Hardware renderers, but cause slowdown) and 2D background clouds.
	// Removes blur from player airplane.
	// This hack also removes rockets, shows explosions(invisible without CRC hack) as garbage data,
	// causes flickering issues with the HUD, and in some (night) missions removes the HUD altogether.

	if (skip == 0)
	{
		if (fi.TME && fi.FBP == 0x02a00 && fi.FPSM == PSM_PSMZ24 && fi.TBP0 == 0x01600 && fi.TPSM == PSM_PSMZ24)
		{
			skip = 71; // clouds (z, 16-bit)
		}
	}

	return true;
}

bool GSC_BleachBladeBattlers(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.FBP == 0x01180 && fi.FPSM == fi.TPSM && fi.TBP0 == 0x03fc0 && fi.TPSM == PSM_PSMCT32)
		{
			// Removes body shading. Not needed but offers a very decent speed boost.
			skip = 1;
		}
	}

	return true;
}

bool GSC_GodOfWar(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
		{
			// Can be used as a speed hack.
			// Removes shadows.
			skip = 1000;
		}
		else if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT32 && fi.FBMSK == 0xff000000)
		{
			// Upscaling hack maybe ? Needs to be verified, move it to Aggressive state just in case.
			skip = 1; // blur
		}
	}
	else
	{
		if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16)
		{
			skip = 3;
		}
	}

	return true;
}

template<uptr state_addr>
bool GSC_SMTNocturneDDS(const GSFrameInfo& fi, int& skip)
{
	// stop the motion blur on the main character and
	// smudge filter from being drawn on USA versions of
	// Nocturne, Digital Devil Saga 1 and Digital Devil Saga 2

	if(g_crc_region == CRC::US && skip == 0 && fi.TBP0 == 0xE00 && fi.TME)
	{
		// Note: it will crash if the core doesn't allocate the EE mem in 0x2000_0000 (unlikely but possible)
		// Aggressive hacks are evil anyway

		// Nocturne:
		// -0x5900($gp), ref at 0x100740
		const int state = *(int*)(state_addr);
		if (state == 23 || state == 24 || state == 25)
			skip = 1;
	}

	return true;
}

bool GSC_SoTC(const GSFrameInfo& fi, int& skip)
{
	// Not needed anymore? What did it fix anyway? (rama)
	if(skip == 0)
	{
		if(fi.TME /*&& fi.FBP == 0x03d80*/ && fi.FPSM == 0 && fi.TBP0 == 0x03fc0 && fi.TPSM == 1)
		{
			 skip = 48;	// Removes sky bloom
		}
	}

	return true;
}

bool GSC_FFXGames(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME)
		{
			// depth textures (bully, mgs3s1 intro, Front Mission 5)
			if( (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S) ||
				// General, often problematic post processing
				(GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) )
			{
				skip = 1;
			}
		}
	}

	return true;
}

bool GSC_Okami(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.FBP == 0x00e00 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT32)
		{
			skip = 1000;
		}
	}
	else
	{
		if(fi.TME && fi.FBP == 0x00e00 && fi.FPSM == PSM_PSMCT32 && fi.TBP0 == 0x03800 && fi.TPSM == PSM_PSMT4)
		{
			skip = 0;
		}
	}

	return true;
}

bool GSC_RedDeadRevolver(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.FBP == 0x03700 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMCT24)
		{
			skip = 2; // Blur
		}
	}

	return true;
}

bool GSC_ShinOnimusha(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TME && fi.FBP == 0x001000 && (fi.TBP0 ==0 || fi.TBP0 == 0x0800) && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0x00FFFFFF)
		{
			skip = 0; // Water ripple not needed ?
		}
		else if(fi.TPSM == PSM_PSMCT24 && fi.TME && fi.FBP == 0x01000) // || fi.FBP == 0x00000
		{
			skip = 28; //28 30 56 64
		}
		else if(fi.FBP && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0xFFFFFF)
		{
			skip = 0; //24 33 40 9
		}
		else if(fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0xFF000000)
		{
			skip = 1; // White fog when picking up things
		}
		else if(fi.TME && (fi.TBP0 ==0x1400 || fi.TBP0 ==0x1000 ||fi.TBP0 == 0x1200) && (fi.TPSM == PSM_PSMCT32 || fi.TPSM == PSM_PSMCT24))
		{
			skip = 1; // Eliminate excessive flooding, water and other light and shadow
		}
	}

	return true;
}

bool GSC_XenosagaE3(const GSFrameInfo& fi, int& skip)
{
	if(skip == 0)
	{
		if(fi.TPSM == PSM_PSMT8H && fi.FBMSK >= 0xEFFFFFFF)
		{
			skip = 73; // Animation
		}
		else if(fi.TME && fi.FBP ==0x03800 && fi.TBP0 && fi.TPSM ==0  && fi.FBMSK == 0)
		{
			skip = 1; // Ghosting
		}
		else
		{
			if(fi.TME)
			{
				// depth textures (bully, mgs3s1 intro, Front Mission 5)
				if( (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S) ||
					// General, often problematic post processing
					(GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) )
				{
					skip = 1;
				}
			}
		}
	}

	return true;
}

////////////////////////////////////////////////////////////////////////////////

#ifdef ENABLE_DYNAMIC_CRC_HACK

#include <sys/stat.h>
/***************************************************************************
	AutoReloadLibrary : Automatically reloads a dll if the file was modified.
		Uses a temporary copy of the watched dll such that the original
		can be modified while the copy is loaded and used.

	NOTE: The API is not platform specific, but current implementation is Win32.
***************************************************************************/
class AutoReloadLibrary
{
private:
	std::string	m_dllPath, m_loadedDllPath;
	DWORD	m_minMsBetweenProbes;
	time_t	m_lastFileModification;
	DWORD	m_lastProbe;
	HMODULE	m_library;

	std::string	GetTempName()
	{
		std::string result = m_loadedDllPath + ".tmp"; //default name
		TCHAR tmpPath[MAX_PATH], tmpName[MAX_PATH];
		DWORD ret = GetTempPath(MAX_PATH, tmpPath);
		if(ret && ret <= MAX_PATH && GetTempFileName(tmpPath, TEXT("GSdx"), 0, tmpName))
			result = tmpName;

		return result;
	};

	void	UnloadLib()
	{
		if( !m_library )
			return;

		FreeLibrary( m_library );
		m_library = NULL;

		// If can't delete (might happen when GSdx closes), schedule delete on reboot
		if(!DeleteFile( m_loadedDllPath.c_str() ) )
			MoveFileEx( m_loadedDllPath.c_str(), NULL, MOVEFILE_DELAY_UNTIL_REBOOT );
	}

public:
	AutoReloadLibrary( const std::string dllPath, const int minMsBetweenProbes=100 )
		: m_minMsBetweenProbes( minMsBetweenProbes )
		, m_dllPath( dllPath )
		, m_lastFileModification( 0 )
		, m_lastProbe( 0 )
		, m_library( 0 )
	{};

	~AutoReloadLibrary(){ UnloadLib();	};

	// If timeout has ellapsed, probe the dll for change, and reload if it was changed.
	// If it returns true, then the dll was freed/reloaded, and any symbol addresse previously obtained is now invalid and needs to be re-obtained.
	// Overhead is very low when when probe timeout has not ellapsed, and especially if current timestamp is supplied as argument.
	// Note: there's no relation between the file modification date and currentMs value, so it need'nt neccessarily be an actual timestamp.
	// Note: isChanged is guarenteed to return true at least once
	//       (even if the file doesn't exist, at which case the following GetSymbolAddress will return NULL)
	bool isChanged( const DWORD currentMs=0 )
	{
		DWORD current = currentMs? currentMs : GetTickCount();
		if( current >= m_lastProbe && ( current - m_lastProbe ) < m_minMsBetweenProbes )
			return false;

		bool firstTime = !m_lastProbe;
		m_lastProbe = current;

		struct stat s;
		if( stat( m_dllPath.c_str(), &s ) )
		{
			// File doesn't exist or other error, unload dll
			bool wasLoaded = m_library?true:false;
			UnloadLib();
			return firstTime || wasLoaded;	// Changed if previously loaded or the first time accessing this method (and file doesn't exist)
		}

		if( m_lastFileModification == s.st_mtime )
			return false;
		m_lastFileModification = s.st_mtime;

		// File modified, reload
		UnloadLib();

		if( !CopyFile( m_dllPath.c_str(), ( m_loadedDllPath = GetTempName() ).c_str(), false ) )
			return true;

		m_library = LoadLibrary( m_loadedDllPath.c_str() );
		return true;
	};

	// Return value is NULL if the dll isn't loaded (failure or doesn't exist) or if the symbol isn't found.
	void* GetSymbolAddress( const char* name ){ return m_library? GetProcAddress( m_library, name ) : NULL; };
};


// Use DynamicCrcHack function from a dll which can be modified while GSdx/PCSX2 is running.
// return value is true if the call succeeded or false otherwise (If the hack could not be invoked: no dll/function/etc).
// result contains the result of the hack call.

typedef uint32 (__cdecl* DynaHackType)(uint32, uint32, uint32, uint32, uint32, uint32, uint32, int32*, uint32, int32);
typedef uint32 (__cdecl* DynaHackType2)(uint32, uint32, uint32, uint32, uint32, uint32, uint32, int32*, uint32, int32, uint32); // Also accept CRC

bool IsInvokedDynamicCrcHack( GSFrameInfo &fi, int& skip, int region, bool &result, uint32 crc )
{
	static AutoReloadLibrary dll( DYNA_DLL_PATH );
	static DynaHackType dllFunc = NULL;
	static DynaHackType2 dllFunc2 = NULL;

	if( dll.isChanged() )
	{
		dllFunc  = (DynaHackType)dll.GetSymbolAddress( "DynamicCrcHack" );
		dllFunc2 = (DynaHackType2)dll.GetSymbolAddress( "DynamicCrcHack2" );
		printf( "GSdx: Dynamic CRC-hacks%s: %s\n",
			((dllFunc && !dllFunc2)?" [Old dynaDLL - No CRC support]":""),
			dllFunc? "Loaded OK        (-> overriding internal hacks)" :
					 "Not available    (-> using internal hacks)");
	}

	if( !dllFunc2 && !dllFunc )
		return false;

	int32	skip32 = skip;
	bool	hasSharedBits = GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM);
	if(dllFunc2)
		result	= dllFunc2( fi.FBP, fi.FPSM, fi.FBMSK, fi.TBP0, fi.TPSM, fi.TZTST, (uint32)fi.TME, &skip32, (uint32)region, (uint32)(hasSharedBits?1:0), crc )?true:false;
	else
		result	= dllFunc( fi.FBP, fi.FPSM, fi.FBMSK, fi.TBP0, fi.TPSM, fi.TZTST, (uint32)fi.TME, &skip32, (uint32)region, (uint32)(hasSharedBits?1:0) )?true:false;
	skip	= skip32;

	return true;
}

#endif

void GSState::SetupCrcHack()
{
	GetSkipCount lut[CRC::TitleCount];

	s_nativeres = m_nativeres;
	s_crc_hack_level = m_crc_hack_level;

	memset(lut, 0, sizeof(lut));

	if (Dx_and_OGL) {
		lut[CRC::CrashBandicootWoC] = GSC_CrashBandicootWoC;
		lut[CRC::DevilMayCry3] = GSC_DevilMayCry3;
		lut[CRC::GodHand] = GSC_GodHand;
		lut[CRC::KnightsOfTheTemple2] = GSC_KnightsOfTheTemple2;
		lut[CRC::Kunoichi] = GSC_Kunoichi;
		lut[CRC::Manhunt2] = GSC_Manhunt2;
		lut[CRC::MidnightClub3] = GSC_MidnightClub3;
		lut[CRC::Onimusha3] = GSC_Onimusha3;
		lut[CRC::SacredBlaze] = GSC_SacredBlaze;
		lut[CRC::SakuraTaisen] = GSC_SakuraTaisen;
		lut[CRC::SakuraWarsSoLongMyLove] = GSC_SakuraWarsSoLongMyLove;
		lut[CRC::ShadowofRome] = GSC_ShadowofRome;
		lut[CRC::Simple2000Vol114] = GSC_Simple2000Vol114;
		lut[CRC::Spartan] = GSC_Spartan;
		lut[CRC::SFEX3] = GSC_SFEX3;
		lut[CRC::TalesOfLegendia] = GSC_TalesOfLegendia;
		lut[CRC::TalesofSymphonia] = GSC_TalesofSymphonia;
		lut[CRC::TimeSplitters2] = GSC_TimeSplitters2;
		lut[CRC::TombRaiderAnniversary] = GSC_TombRaiderAnniversary;
		lut[CRC::TombRaiderLegend] = GSC_TombRaiderLegend;
		lut[CRC::TombRaiderUnderworld] = GSC_TombRaiderUnderWorld;
		lut[CRC::UrbanReign] = GSC_UrbanReign;
		lut[CRC::WildArms4] = GSC_WildArmsGames;
		lut[CRC::WildArms5] = GSC_WildArmsGames;
		lut[CRC::ZettaiZetsumeiToshi2] = GSC_ZettaiZetsumeiToshi2;

		// Channel Effect
		lut[CRC::GiTS] = GSC_GiTS;
		lut[CRC::SkyGunner] = GSC_SkyGunner; // Maybe not a channel effect
		lut[CRC::SteambotChronicles] = GSC_SteambotChronicles;

		// Colclip not supported
		lut[CRC::LordOfTheRingsThirdAge] = GSC_LordOfTheRingsThirdAge;

		// Depth Issue
		lut[CRC::BurnoutDominator] = GSC_BurnoutGames;
		lut[CRC::BurnoutRevenge] = GSC_BurnoutGames;
		lut[CRC::BurnoutTakedown] = GSC_BurnoutGames;

		// Half Screen bottom issue
		lut[CRC::Tekken5] = GSC_Tekken5;

		// Needs testing
		lut[CRC::Genji] = GSC_Genji;

		// Texture shuffle
		lut[CRC::BigMuthaTruckers] = GSC_BigMuthaTruckers;
		lut[CRC::DeathByDegreesTekkenNinaWilliams] = GSC_DeathByDegreesTekkenNinaWilliams; // + Upscaling issues

		// Upscaling hacks
		lut[CRC::Bully] = GSC_Bully;
		lut[CRC::DBZBT2] = GSC_DBZBT2;
		lut[CRC::DBZBT3] = GSC_DBZBT3;
		lut[CRC::EvangelionJo] = GSC_EvangelionJo;
		lut[CRC::FightingBeautyWulong] = GSC_FightingBeautyWulong;
		lut[CRC::GodOfWar2] = GSC_GodOfWar2;
		lut[CRC::IkkiTousen] = GSC_IkkiTousen;
		lut[CRC::Oneechanbara2Special] = GSC_Oneechanbara2Special;
		lut[CRC::UltramanFightingEvolution] = GSC_UltramanFightingEvolution;
		lut[CRC::Yakuza] = GSC_YakuzaGames;
		lut[CRC::Yakuza2] = GSC_YakuzaGames;
	}

	// Hacks that were fixed on OpenGL
	if (Dx_only) {
		// Accurate Blending
		lut[CRC::GetaWay] = GSC_GetaWayGames; // Blending High
		lut[CRC::GetaWayBlackMonday] = GSC_GetaWayGames; // Blending High
		lut[CRC::TenchuFS] = GSC_TenchuGames;
		lut[CRC::TenchuWoH] = GSC_TenchuGames;
		lut[CRC::Sly2] = GSC_SlyGames; // SW blending on fbmask + Upscaling issue
		lut[CRC::Sly3] = GSC_SlyGames; // SW blending on fbmask + Upscaling issue

		// Needs testing
		lut[CRC::Grandia3] = GSC_Grandia3;

		// These games emulate a stencil buffer with the alpha channel of the RT (too slow to move to Aggressive)
		// Needs at least Basic Blending,
		// see https://github.com/PCSX2/pcsx2/pull/2921
		lut[CRC::RadiataStories] = GSC_RadiataStories;
		lut[CRC::StarOcean3] = GSC_StarOcean3;
		lut[CRC::ValkyrieProfile2] = GSC_ValkyrieProfile2;
	}

	if (Aggressive) {
		lut[CRC::AceCombat4] = GSC_AceCombat4;
		lut[CRC::BleachBladeBattlers] = GSC_BleachBladeBattlers;
		lut[CRC::FFX2] = GSC_FFXGames;
		lut[CRC::FFX] = GSC_FFXGames;
		lut[CRC::FFXII] = GSC_FFXGames;
		lut[CRC::RedDeadRevolver] = GSC_RedDeadRevolver;
		lut[CRC::ShinOnimusha] = GSC_ShinOnimusha;
		lut[CRC::SMTDDS1] = GSC_SMTNocturneDDS<0x203BA820>;
		lut[CRC::SMTDDS2] = GSC_SMTNocturneDDS<0x20435BF0>;
		lut[CRC::SMTNocturne] = GSC_SMTNocturneDDS<0x2054E870>;
		lut[CRC::SoTC] = GSC_SoTC;
		lut[CRC::XenosagaE3] = GSC_XenosagaE3;

		// Upscaling issues
		lut[CRC::GodOfWar] = GSC_GodOfWar;
		lut[CRC::Okami] = GSC_Okami;
	}

	m_gsc = lut[m_game.title];
	g_crc_region = m_game.region;
}

#undef Dx_and_OGL
#undef Dx_only
#undef Aggressive

bool GSState::IsBadFrame()
{
	GSFrameInfo fi;

	fi.FBP = m_context->FRAME.Block();
	fi.FPSM = m_context->FRAME.PSM;
	fi.FBMSK = m_context->FRAME.FBMSK;
	fi.TME = PRIM->TME;
	fi.TBP0 = m_context->TEX0.TBP0;
	fi.TPSM = m_context->TEX0.PSM;
	fi.TZTST = m_context->TEST.ZTST;

#ifdef ENABLE_DYNAMIC_CRC_HACK
	bool res=false; if(IsInvokedDynamicCrcHack(fi, m_skip, g_crc_region, res, m_crc)){ if( !res ) return false;	} else
#endif
	if(m_gsc && !m_gsc(fi, m_skip))
	{
		return false;
	}

	if(m_skip == 0 && (m_userhacks_skipdraw > 0) )
	{
		if(fi.TME)
		{
			// depth textures (bully, mgs3s1 intro, Front Mission 5)
			// General, often problematic post processing
			if (GSLocalMemory::m_psm[fi.TPSM].depth || GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM))
			{
				m_skip_offset = m_userhacks_skipdraw_offset;
				m_skip = std::max(m_userhacks_skipdraw, m_skip_offset);
			}
		}
	}

	if(m_skip > 0)
	{
		m_skip--;

		if (m_skip_offset > 1)
			m_skip_offset--;
		else
			return true;
	}

	return false;
}
