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[d3d9+util] Remove a bunch of redundant config options
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@ -48,7 +48,6 @@ namespace dxvk {
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this->strictPow = config.getOption<bool> ("d3d9.strictPow", true);
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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->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->numBackBuffers = config.getOption<int32_t> ("d3d9.numBackBuffers", 0);
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this->noExplicitFrontBuffer = config.getOption<bool> ("d3d9.noExplicitFrontBuffer", false);
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this->deferSurfaceCreation = config.getOption<bool> ("d3d9.deferSurfaceCreation", false);
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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->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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this->maxAvailableMemory = config.getOption<int32_t> ("d3d9.maxAvailableMemory", 4096);
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@ -54,16 +54,6 @@ namespace dxvk {
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/// Overrides buffer count in present parameters.
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/// Overrides buffer count in present parameters.
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int32_t numBackBuffers;
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int32_t numBackBuffers;
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/// Don't create an explicit front buffer in our own swapchain. The Vulkan swapchain is unaffected.
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/// Some games don't handle front/backbuffer flipping very well because they don't always redraw
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/// each frame completely, and rely on old pixel data from the previous frame to still be there.
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/// When this option is set and a game only requests one backbuffer, there will be no flipping in
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/// our own swapchain, so the game will always draw to the same buffer and can rely on old pixel
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/// data to still be there after a Present call.
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/// This means that D3D9SwapChainEx::GetFrontBufferData returns data from the backbuffer of the
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/// previous frame, which is the same as the current backbuffer if only 1 backbuffer was requested.
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bool noExplicitFrontBuffer;
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/// Defer surface creation
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/// Defer surface creation
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bool deferSurfaceCreation;
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bool deferSurfaceCreation;
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@ -466,10 +466,6 @@ namespace dxvk {
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{ R"(\\ToEE(a)?\.exe$)", {{
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{ R"(\\ToEE(a)?\.exe$)", {{
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{ "d3d9.allowDiscard", "False" },
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{ "d3d9.allowDiscard", "False" },
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}} },
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}} },
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/* ZUSI 3 - Aerosoft Edition */
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{ R"(\\ZusiSim(\.64)?\.exe$)", {{
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{ "d3d9.noExplicitFrontBuffer", "True" },
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}} },
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/* GTA IV (NVAPI) */
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/* GTA IV (NVAPI) */
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/* Also thinks we're always on Intel *
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/* Also thinks we're always on Intel *
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* and will report/use bad amounts of VRAM.
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* and will report/use bad amounts of VRAM.
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@ -546,10 +542,6 @@ namespace dxvk {
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{ R"(\\SineMoraEX\.exe$)", {{
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{ R"(\\SineMoraEX\.exe$)", {{
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{ "d3d9.maxFrameRate", "60" },
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{ "d3d9.maxFrameRate", "60" },
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}} },
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}} },
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/* Fantasy Grounds */
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{ R"(\\FantasyGrounds\.exe$)", {{
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{ "d3d9.noExplicitFrontBuffer", "True" },
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}} },
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/* Red Orchestra 2 */
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/* Red Orchestra 2 */
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{ R"(\\ROGame\.exe$)", {{
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{ R"(\\ROGame\.exe$)", {{
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{ "d3d9.floatEmulation", "Strict" },
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{ "d3d9.floatEmulation", "Strict" },
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@ -590,17 +582,6 @@ namespace dxvk {
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{ R"(\\limbo\.exe$)", {{
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{ R"(\\limbo\.exe$)", {{
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{ "d3d9.maxFrameRate", "60" },
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{ "d3d9.maxFrameRate", "60" },
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}} },
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}} },
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/* Warhammer: Return of Reckoning Launcher
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Forcing SM1 fixes a black window otherwise caused by
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the lack of support for partial presentation */
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{ R"(\\RoRLauncher\.exe$)", {{
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{ "d3d9.shaderModel", "1" },
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}} },
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/* Halo CE SPV3 launcher
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Same issue as Warhammer: RoR above */
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{ R"(\\spv3\.exe$)", {{
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{ "d3d9.shaderModel", "1" },
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}} },
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/* Escape from Tarkov launcher
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/* Escape from Tarkov launcher
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Same issue as Warhammer: RoR above */
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Same issue as Warhammer: RoR above */
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{ R"(\\BsgLauncher\.exe$)", {{
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{ R"(\\BsgLauncher\.exe$)", {{
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