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mirror of https://github.com/doitsujin/dxvk.git synced 2024-11-29 10:24:10 +01:00

[d3d8] Remove references to d3d8.useShadowBuffers for now

The current D3D8 codebase in DXVK does not implement this
feature, i.e. setting this option is a NOP. It was
implemented in D8VK at some point, but was removed before
the big merge.

Remove any references to avoid confusion.
This commit is contained in:
Tobias Jakobi 2024-07-13 21:00:27 +02:00 committed by Philip Rebohle
parent 031a98c232
commit 10ab85c3ba
2 changed files with 0 additions and 18 deletions

View File

@ -709,16 +709,3 @@
# - True/False
# d3d9.countLosableResources = True
# Use NVIDIA Shadow Buffers
#
# Vendor behavior for GeForce3 and GeForce4 cards that allows
# sampling depth textures with non-normalized Z coordinates
# and applies hardware shadow filtering.
#
# Supported values:
# - True/False
# d3d8.useShadowBuffers = False

View File

@ -1014,11 +1014,6 @@ namespace dxvk {
{ R"(\\indy\.exe$)", {{
{ "d3d9.enableDialogMode", "True" },
}} },
/* Tom Clancy's Splinter Cell *
* Supports shadow buffers */
{ R"(\\splintercell\.exe$)", {{
{ "d3d8.useShadowBuffers", "True" },
}} },
/* Anito: Defend a Land Enraged */
{ R"(\\Anito\.exe$)", {{
{ "d3d9.memoryTrackTest", "True" },