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[d3d11] Enable d3d11.invariantPosition by default
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@ -146,7 +146,7 @@
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#
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# Supported values: True, False
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# d3d11.invariantPosition = False
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# d3d11.invariantPosition = True
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# d3d9.invariantPosition = False
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@ -14,7 +14,7 @@ namespace dxvk {
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this->relaxedBarriers = config.getOption<bool>("d3d11.relaxedBarriers", false);
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this->maxTessFactor = config.getOption<int32_t>("d3d11.maxTessFactor", 0);
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this->samplerAnisotropy = config.getOption<int32_t>("d3d11.samplerAnisotropy", -1);
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this->invariantPosition = config.getOption<bool>("d3d11.invariantPosition", false);
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this->invariantPosition = config.getOption<bool>("d3d11.invariantPosition", true);
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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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@ -79,7 +79,6 @@ namespace dxvk {
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/* Devil May Cry 5 */
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{ R"(\\DevilMayCry5\.exe$)", {{
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{ "d3d11.relaxedBarriers", "True" },
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{ "d3d11.invariantPosition", "True" },
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}} },
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/* Call of Duty WW2 */
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{ R"(\\s2_sp64_ship\.exe$)", {{
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@ -132,12 +131,10 @@ namespace dxvk {
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/* Saints Row IV */
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{ R"(\\SaintsRowIV\.exe$)", {{
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{ "d3d11.constantBufferRangeCheck", "True" },
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{ "d3d11.invariantPosition", "True" },
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}} },
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/* Saints Row: The Third */
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{ R"(\\SaintsRowTheThird_DX11\.exe$)", {{
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{ "d3d11.constantBufferRangeCheck", "True" },
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{ "d3d11.invariantPosition", "True" },
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}} },
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/* Metal Gear Solid 5 */
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{ R"(\\mgsvtpp\.exe$)", {{
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@ -173,10 +170,6 @@ namespace dxvk {
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{ R"(\\starwarsbattlefrontii\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* Entropia Universe */
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{ R"(\\Entropia\.exe$)", {{
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{ "d3d11.invariantPosition", "True" },
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}} },
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/* F1 games - do not synchronize TGSM access *
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* in a compute shader, causing artifacts */
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{ R"(\\F1_20(1[89]|[2-9][0-9])\.exe$)", {{
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@ -194,22 +187,6 @@ namespace dxvk {
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{ R"(\\SecretWorldLegendsDX11\.exe$)", {{
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{ "d3d11.constantBufferRangeCheck", "True" },
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}} },
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/* Borderlands 3 */
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{ R"(\\Borderlands3\.exe$)", {{
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{ "d3d11.invariantPosition", "True" },
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}} },
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/* Terminator: Resistance */
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{ R"(\\Terminator-Win64-Shipping\.exe$)", {{
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{ "d3d11.invariantPosition", "True" },
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}} },
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/* Star Wars Jedi: Fallen Order */
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{ R"(\\starwarsjedifallenorder\.exe$)", {{
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{ "d3d11.invariantPosition", "True" },
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}} },
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/* Mafia III: Definitive Edition */
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{ R"(\\Mafia3DefinitiveEdition\.exe$)", {{
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{ "d3d11.invariantPosition", "True" },
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}} },
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/* Darksiders Warmastered - apparently reads *
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* from write-only mapped buffers */
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{ R"(\\darksiders1\.exe$)", {{
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@ -218,7 +195,11 @@ namespace dxvk {
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/* Monster Hunter World */
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{ R"(\\MonsterHunterWorld\.exe$)", {{
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{ "d3d11.apitraceMode", "True" },
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{ "d3d11.invariantPosition", "True" },
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}} },
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/* Shadow of the Tomb Raider - invariant *
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* position breaks character rendering on NV */
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{ R"(\\SOTTR\.exe$)", {{
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{ "d3d11.invariantPosition", "False" },
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}} },
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/**********************************************/
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