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dxvk/src/dxso/dxso_options.h
2020-04-08 23:20:57 +01:00

55 lines
1.8 KiB
C++

#pragma once
#include "../dxvk/dxvk_device.h"
#include "../d3d9/d3d9_options.h"
namespace dxvk {
class D3D9DeviceEx;
struct D3D9Options;
struct DxsoOptions {
DxsoOptions();
DxsoOptions(D3D9DeviceEx* pDevice, const D3D9Options& options);
/// Use a SPIR-V extension to implement D3D-style discards
bool useDemoteToHelperInvocation = false;
/// Use subgroup operations to discard fragment
/// shader invocations if derivatives remain valid.
bool useSubgroupOpsForEarlyDiscard = false;
/// True: Copy our constant set into UBO if we are relative indexing ever.
/// False: Copy our constant set into UBO if we are relative indexing at the start of a defined constant
/// Why?: In theory, FXC should never generate code where this would be an issue.
bool strictConstantCopies;
/// Whether to emulate d3d9 float behaviour using clampps
/// True: Perform emulation to emulate behaviour (ie. anything * 0 = 0)
/// False: Don't do anything.
bool d3d9FloatEmulation;
/// Whether or not we should care about pow(0, 0) = 1
bool strictPow;
/// Max version of shader to support
uint32_t shaderModel;
/// Work around a NV driver quirk
/// Fixes flickering/z-fighting in some games.
bool invariantPosition;
/// 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;
/// Should the VS constant buffer be an SSBO (swvp on NV)
bool vertexConstantBufferAsSSBO;
/// Should we make our Mads a FFma or do it the long way with an FMul and an FAdd?
/// This solves some rendering bugs in games that have z-pass shaders which
/// don't match entirely to the regular vertex shader in this way.
bool longMad;
};
}