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[d3d9,d3d11] Remove numBackBuffers option
Useless.
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15
dxvk.conf
15
dxvk.conf
@ -140,15 +140,6 @@
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# dxgi.maxSharedMemory = 0
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# Override back buffer count for the Vulkan swap chain.
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# Setting this to 0 or less will have no effect.
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#
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# Supported values: Any number greater than or equal to 2.
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# dxgi.numBackBuffers = 0
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# d3d9.numBackBuffers = 0
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# Overrides synchronization interval (Vsync) for presentation.
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# Setting this to 0 disables vertical synchronization entirely.
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# A positive value 'n' will enable Vsync and repeat the same
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@ -160,10 +151,10 @@
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# d3d9.presentInterval = -1
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# Controls tearing behaviour with regards to in-game Vsync settings.
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#
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# True enables the mailbox present mode in case regular Vsync is disabled.
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# This should avoid tearing, but may be unsupported on some systems
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# or require setting dxgi.numBackBuffers to a higher value in order
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# to work properly.
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# This eliminates tearing, but may be unsupported on some systems.
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#
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# False enables the relaxed fifo present mode in case regular Vsync is enabled.
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# This should result in tearing but reduce stutter if FPS are too low,
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@ -28,7 +28,6 @@ namespace dxvk {
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this->disableMsaa = config.getOption<bool>("d3d11.disableMsaa", false);
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this->enableContextLock = config.getOption<bool>("d3d11.enableContextLock", false);
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this->deferSurfaceCreation = config.getOption<bool>("dxgi.deferSurfaceCreation", false);
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this->numBackBuffers = config.getOption<int32_t>("dxgi.numBackBuffers", 0);
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this->maxFrameLatency = config.getOption<int32_t>("dxgi.maxFrameLatency", 0);
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this->exposeDriverCommandLists = config.getOption<bool>("d3d11.exposeDriverCommandLists", true);
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this->reproducibleCommandStream = config.getOption<bool>("d3d11.reproducibleCommandStream", false);
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@ -72,10 +72,6 @@ namespace dxvk {
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/// Enable float control bits
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bool floatControls = true;
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/// Back buffer count for the Vulkan swap chain.
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/// Overrides DXGI_SWAP_CHAIN_DESC::BufferCount.
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int32_t numBackBuffers = 0;
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/// Override maximum frame latency if the app specifies
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/// a higher value. May help with frame timing issues.
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int32_t maxFrameLatency = 0;
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@ -49,7 +49,6 @@ namespace dxvk {
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this->strictConstantCopies = config.getOption<bool> ("d3d9.strictConstantCopies", false);
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this->strictPow = config.getOption<bool> ("d3d9.strictPow", true);
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this->lenientClear = config.getOption<bool> ("d3d9.lenientClear", false);
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this->numBackBuffers = config.getOption<int32_t> ("d3d9.numBackBuffers", 0);
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this->deferSurfaceCreation = config.getOption<bool> ("d3d9.deferSurfaceCreation", false);
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this->samplerAnisotropy = config.getOption<int32_t> ("d3d9.samplerAnisotropy", -1);
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this->maxAvailableMemory = config.getOption<int32_t> ("d3d9.maxAvailableMemory", 4096);
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@ -50,10 +50,6 @@ namespace dxvk {
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/// Whether or not to do a fast path clear if we're close enough to the whole render target.
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bool lenientClear;
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/// Back buffer count for the Vulkan swap chain.
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/// Overrides buffer count in present parameters.
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int32_t numBackBuffers;
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/// Defer surface creation
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bool deferSurfaceCreation;
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