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[d3d11] Overwatch: Fake success in CreateGeometryShaderWithStreamOutput
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@ -1115,7 +1115,10 @@ namespace dxvk {
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ID3D11GeometryShader** ppGeometryShader) {
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InitReturnPtr(ppGeometryShader);
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Logger::err("D3D11Device::CreateGeometryShaderWithStreamOutput: Not implemented");
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return E_NOTIMPL;
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// Returning S_OK instead of an error fixes some issues
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// with Overwatch until this is properly implemented
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return m_d3d11Options.test(D3D11Option::FakeStreamOutSupport) ? S_OK : E_NOTIMPL;
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}
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@ -7,6 +7,7 @@ namespace dxvk {
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const static std::unordered_map<std::string, D3D11OptionSet> g_d3d11AppOptions = {{
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{ "Dishonored2.exe", D3D11OptionSet(D3D11Option::AllowMapFlagNoWait) },
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{ "Fallout4.exe", D3D11OptionSet(D3D11Option::DisableGetDataFlagDoNotFlush) },
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{ "Overwatch.exe", D3D11OptionSet(D3D11Option::FakeStreamOutSupport) },
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}};
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@ -23,6 +23,16 @@ namespace dxvk {
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* when passing the \c DONOTFLUSH flag.
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*/
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DisableGetDataFlagDoNotFlush = 1,
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/**
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* \brief Fakes stream output support
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*
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* Temporary hack that fixes issues in some games
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* which technically need stream output but work
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* well enough without it. Will be removed once
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* Stream Output is properly supported in DXVK.
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*/
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FakeStreamOutSupport = 63,
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};
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using D3D11OptionSet = Flags<D3D11Option>;
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