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mirror of https://github.com/doitsujin/dxvk.git synced 2024-11-28 16:24:13 +01:00

[d3d9] Remove d3d9.enableDialogMode option

This commit is contained in:
Philip Rebohle 2024-11-23 23:41:58 +01:00 committed by Philip Rebohle
parent 15db475edf
commit d7bd3cd58e
6 changed files with 0 additions and 33 deletions

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@ -500,16 +500,6 @@
# d3d9.floatEmulation = Auto
# Enable dialog box mode
#
# Changes the default state of dialog box mode.
# *Disables* exclusive fullscreen when enabled.
#
# Supported values:
# - True, False: Always enable / disable
# d3d9.enableDialogMode = False
# Overrides the application's MSAA level on the swapchain
#
# Supported values: -1 (application) and 0 to 16 (user override)

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@ -61,7 +61,6 @@ namespace dxvk {
this->invariantPosition = config.getOption<bool> ("d3d9.invariantPosition", true);
this->memoryTrackTest = config.getOption<bool> ("d3d9.memoryTrackTest", false);
this->supportVCache = config.getOption<bool> ("d3d9.supportVCache", vendorId == uint32_t(DxvkGpuVendor::Nvidia));
this->enableDialogMode = config.getOption<bool> ("d3d9.enableDialogMode", false);
this->forceSamplerTypeSpecConstants = config.getOption<bool> ("d3d9.forceSamplerTypeSpecConstants", false);
this->forceSwapchainMSAA = config.getOption<int32_t> ("d3d9.forceSwapchainMSAA", -1);
this->forceSampleRateShading = config.getOption<bool> ("d3d9.forceSampleRateShading", false);

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@ -103,9 +103,6 @@ namespace dxvk {
/// Forced aspect ratio, disable other modes
std::string forceAspectRatio;
/// Enable dialog mode (ie. no exclusive fullscreen)
bool enableDialogMode;
/// Always use a spec constant to determine sampler type (instead of just in PS 1.x)
/// Works around a game bug in Halo CE where it gives cube textures to 2d/volume samplers
bool forceSamplerTypeSpecConstants;

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@ -27,7 +27,6 @@ namespace dxvk {
: D3D9SwapChainExBase(pDevice)
, m_device (pDevice->GetDXVKDevice())
, m_frameLatencyCap (pDevice->GetOptions()->maxFrameLatency)
, m_dialog (pDevice->GetOptions()->enableDialogMode)
, m_swapchainExt (this) {
this->NormalizePresentParameters(pPresentParams);
m_presentParams = *pPresentParams;
@ -160,7 +159,6 @@ namespace dxvk {
bool recreate = false;
recreate |= m_wctx->presenter == nullptr;
recreate |= m_dialog != m_lastDialog;
if (options->deferSurfaceCreation)
recreate |= m_parent->IsDeviceReset();
@ -172,8 +170,6 @@ namespace dxvk {
m_dirty |= UpdatePresentRegion(pSourceRect, pDestRect);
m_dirty |= recreate;
m_lastDialog = m_dialog;
#ifdef _WIN32
const bool useGDIFallback = m_partialCopy && !HasFrontBuffer();
if (useGDIFallback)
@ -775,15 +771,10 @@ namespace dxvk {
HRESULT D3D9SwapChainEx::SetDialogBoxMode(bool bEnableDialogs) {
D3D9DeviceLock lock = m_parent->LockDevice();
// https://docs.microsoft.com/en-us/windows/win32/api/d3d9/nf-d3d9-idirect3ddevice9-setdialogboxmode
// The MSDN documentation says this will error out under many weird conditions.
// However it doesn't appear to error at all in any of my tests of these
// cases described in the documentation.
m_dialog = bEnableDialogs;
return D3D_OK;
}

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@ -171,8 +171,6 @@ namespace dxvk {
uint32_t m_frameLatencyCap = 0;
bool m_dirty = true;
bool m_dialog = false;
bool m_lastDialog = false;
HWND m_window = nullptr;
HMONITOR m_monitor = nullptr;

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@ -822,7 +822,6 @@ namespace dxvk {
* Main menu won't render after intros *
* and CPU bound performance */
{ R"(\\(PANZERS|PANZERS_Phase_2)\.exe$)", {{
{ "d3d9.enableDialogMode", "True" },
{ "d3d9.cachedDynamicBuffers", "True" },
}} },
/* DC Universe Online *
@ -1014,11 +1013,6 @@ namespace dxvk {
{ R"(\\DukeForever\.exe$)", {{
{ "d3d9.maxFrameRate", "60" },
}} },
/* Indiana Jones and the Emperor's Tomb *
* Fixes intro window being stuck on screen */
{ R"(\\indy\.exe$)", {{
{ "d3d9.enableDialogMode", "True" },
}} },
/* Anito: Defend a Land Enraged */
{ R"(\\Anito\.exe$)", {{
{ "d3d9.memoryTrackTest", "True" },
@ -1055,7 +1049,6 @@ namespace dxvk {
/* Need for Speed III: Hot Pursuit *
(with the "Modern Patch") */
{ R"(\\nfs3\.exe$)", {{
{ "d3d9.enableDialogMode", "True" },
{ "d3d9.cachedDynamicBuffers", "True" },
{ "d3d8.batching", "True" },
}} },
@ -1064,7 +1057,6 @@ namespace dxvk {
Won't actually render anything in game *
without a memory limit in place */
{ R"(\\nfs4\.exe$)", {{
{ "d3d9.enableDialogMode", "True" },
{ "d3d9.cachedDynamicBuffers", "True" },
{ "d3d9.memoryTrackTest", "True" },
{ "d3d9.maxAvailableMemory", "256" },