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The Vulkan swapchain is unaffected by this, but we don't create an "internal" frontbuffer in D3D9SwapChainEx if this option is set. This breaks GetFrontBufferData (which returns backbuffer data if the option is enabled), but it disables front/backbuffer flipping. Most windows drivers apparently always use the same backbuffer for all frames in windowed mode. At least one game (ZUSI 3) seems to rely on this behavior, and only redraws dirty regions for each frame instead of redrawing everything. With buffer flips, this leads to flickering. When enabling this new noExplicitFrontBuffer option, the flickering disappears.