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[d3d9] Remove d3d9.enableDialogMode option
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commit
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10
dxvk.conf
10
dxvk.conf
@ -500,16 +500,6 @@
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# d3d9.floatEmulation = Auto
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# Enable dialog box mode
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#
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# Changes the default state of dialog box mode.
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# *Disables* exclusive fullscreen when enabled.
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#
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# Supported values:
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# - True, False: Always enable / disable
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# d3d9.enableDialogMode = False
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# Overrides the application's MSAA level on the swapchain
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#
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# Supported values: -1 (application) and 0 to 16 (user override)
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@ -61,7 +61,6 @@ namespace dxvk {
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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->supportVCache = config.getOption<bool> ("d3d9.supportVCache", vendorId == uint32_t(DxvkGpuVendor::Nvidia));
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this->enableDialogMode = config.getOption<bool> ("d3d9.enableDialogMode", false);
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this->forceSamplerTypeSpecConstants = config.getOption<bool> ("d3d9.forceSamplerTypeSpecConstants", false);
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this->forceSwapchainMSAA = config.getOption<int32_t> ("d3d9.forceSwapchainMSAA", -1);
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this->forceSampleRateShading = config.getOption<bool> ("d3d9.forceSampleRateShading", false);
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@ -103,9 +103,6 @@ namespace dxvk {
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/// Forced aspect ratio, disable other modes
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std::string forceAspectRatio;
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/// Enable dialog mode (ie. no exclusive fullscreen)
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bool enableDialogMode;
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/// Always use a spec constant to determine sampler type (instead of just in PS 1.x)
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/// Works around a game bug in Halo CE where it gives cube textures to 2d/volume samplers
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bool forceSamplerTypeSpecConstants;
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@ -27,7 +27,6 @@ namespace dxvk {
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: D3D9SwapChainExBase(pDevice)
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, m_device (pDevice->GetDXVKDevice())
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, m_frameLatencyCap (pDevice->GetOptions()->maxFrameLatency)
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, m_dialog (pDevice->GetOptions()->enableDialogMode)
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, m_swapchainExt (this) {
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this->NormalizePresentParameters(pPresentParams);
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m_presentParams = *pPresentParams;
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@ -160,7 +159,6 @@ namespace dxvk {
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bool recreate = false;
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recreate |= m_wctx->presenter == nullptr;
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recreate |= m_dialog != m_lastDialog;
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if (options->deferSurfaceCreation)
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recreate |= m_parent->IsDeviceReset();
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@ -172,8 +170,6 @@ namespace dxvk {
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m_dirty |= UpdatePresentRegion(pSourceRect, pDestRect);
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m_dirty |= recreate;
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m_lastDialog = m_dialog;
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#ifdef _WIN32
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const bool useGDIFallback = m_partialCopy && !HasFrontBuffer();
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if (useGDIFallback)
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@ -775,15 +771,10 @@ namespace dxvk {
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HRESULT D3D9SwapChainEx::SetDialogBoxMode(bool bEnableDialogs) {
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D3D9DeviceLock lock = m_parent->LockDevice();
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// https://docs.microsoft.com/en-us/windows/win32/api/d3d9/nf-d3d9-idirect3ddevice9-setdialogboxmode
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// The MSDN documentation says this will error out under many weird conditions.
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// However it doesn't appear to error at all in any of my tests of these
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// cases described in the documentation.
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m_dialog = bEnableDialogs;
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return D3D_OK;
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}
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@ -171,8 +171,6 @@ namespace dxvk {
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uint32_t m_frameLatencyCap = 0;
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bool m_dirty = true;
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bool m_dialog = false;
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bool m_lastDialog = false;
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HWND m_window = nullptr;
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HMONITOR m_monitor = nullptr;
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@ -822,7 +822,6 @@ namespace dxvk {
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* Main menu won't render after intros *
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* and CPU bound performance */
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{ R"(\\(PANZERS|PANZERS_Phase_2)\.exe$)", {{
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{ "d3d9.enableDialogMode", "True" },
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{ "d3d9.cachedDynamicBuffers", "True" },
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}} },
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/* DC Universe Online *
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@ -1014,11 +1013,6 @@ namespace dxvk {
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{ R"(\\DukeForever\.exe$)", {{
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{ "d3d9.maxFrameRate", "60" },
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}} },
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/* Indiana Jones and the Emperor's Tomb *
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* Fixes intro window being stuck on screen */
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{ R"(\\indy\.exe$)", {{
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{ "d3d9.enableDialogMode", "True" },
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}} },
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/* Anito: Defend a Land Enraged */
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{ R"(\\Anito\.exe$)", {{
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{ "d3d9.memoryTrackTest", "True" },
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@ -1055,7 +1049,6 @@ namespace dxvk {
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/* Need for Speed III: Hot Pursuit *
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(with the "Modern Patch") */
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{ R"(\\nfs3\.exe$)", {{
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{ "d3d9.enableDialogMode", "True" },
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{ "d3d9.cachedDynamicBuffers", "True" },
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{ "d3d8.batching", "True" },
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}} },
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@ -1064,7 +1057,6 @@ namespace dxvk {
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Won't actually render anything in game *
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without a memory limit in place */
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{ R"(\\nfs4\.exe$)", {{
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{ "d3d9.enableDialogMode", "True" },
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{ "d3d9.cachedDynamicBuffers", "True" },
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{ "d3d9.memoryTrackTest", "True" },
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{ "d3d9.maxAvailableMemory", "256" },
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