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55 lines
1.9 KiB
C++
55 lines
1.9 KiB
C++
#pragma once
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#include "../dxvk/dxvk_device.h"
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#include "../d3d9/d3d9_options.h"
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namespace dxvk {
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class D3D9DeviceEx;
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struct D3D9Options;
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struct DxsoOptions {
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DxsoOptions();
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DxsoOptions(D3D9DeviceEx* pDevice, const D3D9Options& options);
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/// True: Copy our constant set into UBO if we are relative indexing ever.
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/// False: Copy our constant set into UBO if we are relative indexing at the start of a defined constant
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/// Why?: In theory, FXC should never generate code where this would be an issue.
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bool strictConstantCopies;
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/// Whether to emulate d3d9 float behaviour using clampps
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/// True: Perform emulation to emulate behaviour (ie. anything * 0 = 0)
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/// False: Don't do anything.
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D3D9FloatEmulation d3d9FloatEmulation;
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/// Whether or not we should care about pow(0, 0) = 1
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bool strictPow;
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/// Max version of shader to support
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uint32_t shaderModel;
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/// Work around a NV driver quirk
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/// Fixes flickering/z-fighting in some games.
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bool invariantPosition;
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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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/// Interpolate pixel shader inputs at the sample location rather than pixel center
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bool forceSampleRateShading;
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/// Should the SWVP float constant buffer be a SSBO (because of the size on NV)
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bool vertexFloatConstantBufferAsSSBO;
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/// Whether or not we can rely on robustness2 to handle oob constant access
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bool robustness2Supported;
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/// Whether runtime to apply Dref scaling for depth textures of specified bit depth
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/// (24: D24S8, 16: D16, 0: Disabled). This allows compatability with games
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/// that expect a different depth test range, which was typically a D3D8 quirk on
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/// early NVIDIA hardware.
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int32_t drefScaling = 0;
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};
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} |