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[d3d9] Add a config option for D24 -> D32
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@ -451,6 +451,15 @@
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# d3d9.supportDFFormats = True
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# Use D32f for D24
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#
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# Useful for reproducing AMD issues on other hw.
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#
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# Supported values:
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# - True/False
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# d3d9.useD32forD24 = False
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# Support X4R4G4B4
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#
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# Support the X4R4G4B4 format.
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@ -434,7 +434,8 @@ namespace dxvk {
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// AMD do not support 24-bit depth buffers on Vulkan,
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// so we have to fall back to a 32-bit depth format.
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m_d24s8Support = CheckImageFormatSupport(adapter, VK_FORMAT_D24_UNORM_S8_UINT,
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m_d24s8Support = !options.useD32forD24 &&
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CheckImageFormatSupport(adapter, VK_FORMAT_D24_UNORM_S8_UINT,
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VK_FORMAT_FEATURE_2_DEPTH_STENCIL_ATTACHMENT_BIT |
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VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_BIT);
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@ -444,7 +445,6 @@ namespace dxvk {
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VK_FORMAT_FEATURE_2_DEPTH_STENCIL_ATTACHMENT_BIT |
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VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_BIT);
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// VK_EXT_4444_formats
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if (!m_d24s8Support)
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Logger::info("D3D9: VK_FORMAT_D24_UNORM_S8_UINT -> VK_FORMAT_D32_SFLOAT_S8_UINT");
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@ -55,6 +55,7 @@ namespace dxvk {
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this->supportDFFormats = config.getOption<bool> ("d3d9.supportDFFormats", true);
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this->supportX4R4G4B4 = config.getOption<bool> ("d3d9.supportX4R4G4B4", true);
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this->supportD32 = config.getOption<bool> ("d3d9.supportD32", true);
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this->useD32forD24 = config.getOption<bool> ("d3d9.useD32forD24", false);
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this->disableA8RT = config.getOption<bool> ("d3d9.disableA8RT", false);
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this->invariantPosition = config.getOption<bool> ("d3d9.invariantPosition", true);
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this->memoryTrackTest = config.getOption<bool> ("d3d9.memoryTrackTest", false);
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@ -91,6 +91,9 @@ namespace dxvk {
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/// Support D32
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bool supportD32;
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/// Use D32f for D24
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bool useD32forD24;
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/// Disable D3DFMT_A8 for render targets.
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/// Specifically to work around a game
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/// bug in The Sims 2 that happens on native too!
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