[d3d9] Remove alphaTestWiggleRoom option

This commit is contained in:
Philip Rebohle 2022-08-12 17:37:54 +02:00 committed by Philip Rebohle
parent 5a3cb5ad3e
commit a695644fea
6 changed files with 0 additions and 31 deletions

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@ -414,16 +414,6 @@
# d3d9.longMad = False
# Alpha Test Wiggle Room
#
# Workaround for games using alpha test == 1.0, etc due to wonky interpolation or
# misc. imprecision on some vendors
#
# Supported values:
# - True/False
# d3d9.alphaTestWiggleRoom = False
# Device Local Constant Buffers
#
# Enables using device local, host accessible memory for constant buffers in D3D9.

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@ -67,7 +67,6 @@ namespace dxvk {
this->enumerateByDisplays = config.getOption<bool> ("d3d9.enumerateByDisplays", true);
this->longMad = config.getOption<bool> ("d3d9.longMad", false);
this->tearFree = config.getOption<Tristate> ("d3d9.tearFree", Tristate::Auto);
this->alphaTestWiggleRoom = config.getOption<bool> ("d3d9.alphaTestWiggleRoom", false);
this->apitraceMode = config.getOption<bool> ("d3d9.apitraceMode", false);
this->deviceLocalConstantBuffers = config.getOption<bool> ("d3d9.deviceLocalConstantBuffers", false);
this->allowDirectBufferMapping = config.getOption<bool> ("d3d9.allowDirectBufferMapping", true);

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@ -135,10 +135,6 @@ namespace dxvk {
/// Tearing mode if vsync is enabled
Tristate tearFree;
/// Workaround for games using alpha test == 1.0, etc due to wonky interpolation or
/// misc. imprecision on some vendors
bool alphaTestWiggleRoom;
/// Apitrace mode: Maps all buffers in cached memory.
bool apitraceMode;

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@ -41,9 +41,6 @@ namespace dxvk {
vertexFloatConstantBufferAsSSBO = pDevice->GetVertexConstantLayout().floatSize() > devInfo.core.properties.limits.maxUniformBufferRange;
longMad = options.longMad;
alphaTestWiggleRoom = options.alphaTestWiggleRoom;
robustness2Supported = devFeatures.extRobustness2.robustBufferAccess2;
}

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@ -51,10 +51,6 @@ namespace dxvk {
/// don't match entirely to the regular vertex shader in this way.
bool longMad;
/// Workaround for games using alpha test == 1.0, etc due to wonky interpolation or
/// misc. imprecision on some vendors
bool alphaTestWiggleRoom;
/// Whether or not we can rely on robustness2 to handle oob constant access
bool robustness2Supported;
};

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@ -413,10 +413,6 @@ namespace dxvk {
{ R"(\\SpellForce2.*\.exe$)", {{
{ "d3d9.forceSamplerTypeSpecConstants", "True" },
}} },
/* Everquest 2 */
{ R"(\\EverQuest2.*\.exe$)", {{
{ "d3d9.alphaTestWiggleRoom", "True" },
}} },
/* Tomb Raider: Legend */
{ R"(\\trl\.exe$)", {{
{ "d3d9.apitraceMode", "True" },
@ -575,11 +571,6 @@ namespace dxvk {
{ R"(\\BGE\.exe$)", {{
{ "d3d9.maxFrameRate", "60" },
}} },
/* Ninja Blade *
* Transparent main character on Nvidia */
{ R"(\\NinjaBlade\.exe$)", {{
{ "d3d9.alphaTestWiggleRoom", "True" },
}} },
/* YS Origin *
* Helps very bad frametimes in some areas */
{ R"(\\yso_win\.exe$)", {{