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dxvk/src/dxso/dxso_options.h

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#pragma once
#include "../dxvk/dxvk_device.h"
#include "../d3d9/d3d9_options.h"
namespace dxvk {
class D3D9DeviceEx;
struct D3D9Options;
struct DxsoOptions {
DxsoOptions();
DxsoOptions(D3D9DeviceEx* pDevice, const D3D9Options& options);
/// True: Copy our constant set into UBO if we are relative indexing ever.
/// False: Copy our constant set into UBO if we are relative indexing at the start of a defined constant
/// Why?: In theory, FXC should never generate code where this would be an issue.
bool strictConstantCopies;
/// Whether to emulate d3d9 float behaviour using clampps
/// True: Perform emulation to emulate behaviour (ie. anything * 0 = 0)
/// False: Don't do anything.
D3D9FloatEmulation d3d9FloatEmulation;
/// Whether or not we should care about pow(0, 0) = 1
bool strictPow;
/// Max version of shader to support
uint32_t shaderModel;
/// Work around a NV driver quirk
/// Fixes flickering/z-fighting in some games.
bool invariantPosition;
/// Always use a spec constant to determine sampler type (instead of just in PS 1.x)
/// Works around a game bug in Halo CE where it gives cube textures to 2d/volume samplers
bool forceSamplerTypeSpecConstants;
/// Interpolate pixel shader inputs at the sample location rather than pixel center
bool forceSampleRateShading;
/// Should the SWVP float constant buffer be a SSBO (because of the size on NV)
bool vertexFloatConstantBufferAsSSBO;
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/// Whether or not we can rely on robustness2 to handle oob constant access
bool robustness2Supported;
/// Whether runtime to apply Dref scaling for depth textures of specified bit depth
/// (24: D24S8, 16: D16, 0: Disabled). This allows compatability with games
/// that expect a different depth test range, which was typically a D3D8 quirk on
/// early NVIDIA hardware.
int32_t drefScaling = 0;
};
}