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https://github.com/doitsujin/dxvk.git
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[dxvk] Remove dead enableRtOutputNanFixup option
Dead code since 2.0, not sure why this was still in here.
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@ -14,7 +14,6 @@ namespace dxvk {
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D3D11Options::D3D11Options(const Config& config, const Rc<DxvkDevice>& device) {
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this->dcSingleUseMode = config.getOption<bool>("d3d11.dcSingleUseMode", true);
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this->enableRtOutputNanFixup = config.getOption<bool>("d3d11.enableRtOutputNanFixup", false);
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this->zeroInitWorkgroupMemory = config.getOption<bool>("d3d11.zeroInitWorkgroupMemory", false);
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this->forceVolatileTgsmAccess = config.getOption<bool>("d3d11.forceVolatileTgsmAccess", false);
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this->relaxedBarriers = config.getOption<bool>("d3d11.relaxedBarriers", false);
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@ -20,10 +20,6 @@ namespace dxvk {
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/// than once.
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bool dcSingleUseMode;
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/// Enables workaround to replace NaN render target
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/// outputs with zero
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bool enableRtOutputNanFixup;
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/// Zero-initialize workgroup memory
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///
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/// Workargound for games that don't initialize
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@ -35,7 +35,6 @@ namespace dxvk {
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}
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invariantPosition = options.invariantPosition;
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enableRtOutputNanFixup = options.enableRtOutputNanFixup;
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zeroInitWorkgroupMemory = options.zeroInitWorkgroupMemory;
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forceVolatileTgsmAccess = options.forceVolatileTgsmAccess;
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disableMsaa = options.disableMsaa;
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@ -55,9 +54,6 @@ namespace dxvk {
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floatControl.set(DxbcFloatControlFlag::DenormPreserve64);
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}
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}
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if (!devInfo.vk12.shaderSignedZeroInfNanPreserveFloat32)
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enableRtOutputNanFixup = true;
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}
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}
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@ -31,9 +31,6 @@ namespace dxvk {
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/// atomic operations for append/consume buffers.
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bool useSubgroupOpsForAtomicCounters = false;
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/// Enables NaN fixup for render target outputs
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bool enableRtOutputNanFixup = false;
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/// Clear thread-group shared memory to zero
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bool zeroInitWorkgroupMemory = false;
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