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[d3d9+util] Enable invariant position by default
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@ -184,7 +184,7 @@
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# Supported values: True, False
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# Supported values: True, False
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# d3d11.invariantPosition = True
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# d3d11.invariantPosition = True
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# d3d9.invariantPosition = False
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# d3d9.invariantPosition = True
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# Forces the sample count of all textures to 1, and performs
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# Forces the sample count of all textures to 1, and performs
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@ -57,7 +57,7 @@ namespace dxvk {
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this->supportX4R4G4B4 = config.getOption<bool> ("d3d9.supportX4R4G4B4", 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->supportD32 = config.getOption<bool> ("d3d9.supportD32", true);
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this->disableA8RT = config.getOption<bool> ("d3d9.disableA8RT", false);
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this->disableA8RT = config.getOption<bool> ("d3d9.disableA8RT", false);
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this->invariantPosition = config.getOption<bool> ("d3d9.invariantPosition", 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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this->memoryTrackTest = config.getOption<bool> ("d3d9.memoryTrackTest", false);
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this->supportVCache = config.getOption<bool> ("d3d9.supportVCache", vendorId == 0x10de);
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this->supportVCache = config.getOption<bool> ("d3d9.supportVCache", vendorId == 0x10de);
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this->enableDialogMode = config.getOption<bool> ("d3d9.enableDialogMode", false);
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this->enableDialogMode = config.getOption<bool> ("d3d9.enableDialogMode", false);
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@ -315,10 +315,6 @@ namespace dxvk {
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{ R"(\\Gothic(3|3Final| III Forsaken Gods)\.exe$)", {{
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{ R"(\\Gothic(3|3Final| III Forsaken Gods)\.exe$)", {{
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{ "d3d9.supportDFFormats", "False" },
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{ "d3d9.supportDFFormats", "False" },
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}} },
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}} },
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/* Risen */
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{ R"(\\Risen[23]?\.exe$)", {{
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{ "d3d9.invariantPosition", "True" },
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}} },
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/* Sonic Adventure 2 */
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/* Sonic Adventure 2 */
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{ R"(\\Sonic Adventure 2\\(launcher|sonic2app)\.exe$)", {{
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{ R"(\\Sonic Adventure 2\\(launcher|sonic2app)\.exe$)", {{
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{ "d3d9.floatEmulation", "False" },
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{ "d3d9.floatEmulation", "False" },
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@ -342,13 +338,8 @@ namespace dxvk {
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{ R"(\\Dead Space\.exe$)", {{
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{ R"(\\Dead Space\.exe$)", {{
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{ "d3d9.supportDFFormats", "False" },
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{ "d3d9.supportDFFormats", "False" },
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}} },
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}} },
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/* Halo 2 */
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{ R"(\\halo2\.exe$)", {{
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{ "d3d9.invariantPosition", "True" },
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}} },
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/* Halo CE/HaloPC */
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/* Halo CE/HaloPC */
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{ R"(\\halo(ce)?\.exe$)", {{
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{ R"(\\halo(ce)?\.exe$)", {{
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{ "d3d9.invariantPosition", "True" },
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// Game enables minor decal layering fixes
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// Game enables minor decal layering fixes
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// specifically when it detects AMD.
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// specifically when it detects AMD.
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// Avoids chip being detected as unsupported
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// Avoids chip being detected as unsupported
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@ -421,7 +412,6 @@ namespace dxvk {
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/* Battlefield 2 (bad z-pass) */
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/* Battlefield 2 (bad z-pass) */
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{ R"(\\BF2\.exe$)", {{
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{ R"(\\BF2\.exe$)", {{
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{ "d3d9.longMad", "True" },
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{ "d3d9.longMad", "True" },
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{ "d3d9.invariantPosition", "True" },
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}} },
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}} },
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/* SpellForce 2 Series */
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/* SpellForce 2 Series */
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{ R"(\\SpellForce2.*\.exe$)", {{
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{ R"(\\SpellForce2.*\.exe$)", {{
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@ -522,10 +512,6 @@ namespace dxvk {
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{ R"(\\BBCF\.exe$)", {{
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{ R"(\\BBCF\.exe$)", {{
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{ "d3d9.floatEmulation", "Strict" },
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{ "d3d9.floatEmulation", "Strict" },
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}} },
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}} },
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/* James Cameron's Avatar needs invariantPosition to fix black flickering vegetation */
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{ R"(\\Avatar\.exe$)", {{
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{ "d3d9.invariantPosition", "True" },
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}} },
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/* Resident Evil games */
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/* Resident Evil games */
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{ R"(\\(rerev|rerev2|re0hd|bhd|re5dx9|BH6)\.exe$)", {{
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{ R"(\\(rerev|rerev2|re0hd|bhd|re5dx9|BH6)\.exe$)", {{
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{ "d3d9.allowDirectBufferMapping", "False" },
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{ "d3d9.allowDirectBufferMapping", "False" },
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