mirror of https://github.com/doitsujin/dxvk
[d3d9] Remove alphaTestWiggleRoom option
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10
dxvk.conf
10
dxvk.conf
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@ -414,16 +414,6 @@
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# d3d9.longMad = False
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# d3d9.longMad = False
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# Alpha Test Wiggle Room
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#
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# Workaround for games using alpha test == 1.0, etc due to wonky interpolation or
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# misc. imprecision on some vendors
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#
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# Supported values:
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# - True/False
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# d3d9.alphaTestWiggleRoom = False
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# Device Local Constant Buffers
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# Device Local Constant Buffers
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#
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#
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# Enables using device local, host accessible memory for constant buffers in D3D9.
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# Enables using device local, host accessible memory for constant buffers in D3D9.
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@ -67,7 +67,6 @@ namespace dxvk {
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this->enumerateByDisplays = config.getOption<bool> ("d3d9.enumerateByDisplays", true);
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this->enumerateByDisplays = config.getOption<bool> ("d3d9.enumerateByDisplays", true);
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this->longMad = config.getOption<bool> ("d3d9.longMad", false);
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this->longMad = config.getOption<bool> ("d3d9.longMad", false);
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this->tearFree = config.getOption<Tristate> ("d3d9.tearFree", Tristate::Auto);
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this->tearFree = config.getOption<Tristate> ("d3d9.tearFree", Tristate::Auto);
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this->alphaTestWiggleRoom = config.getOption<bool> ("d3d9.alphaTestWiggleRoom", false);
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this->apitraceMode = config.getOption<bool> ("d3d9.apitraceMode", false);
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this->apitraceMode = config.getOption<bool> ("d3d9.apitraceMode", false);
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this->deviceLocalConstantBuffers = config.getOption<bool> ("d3d9.deviceLocalConstantBuffers", false);
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this->deviceLocalConstantBuffers = config.getOption<bool> ("d3d9.deviceLocalConstantBuffers", false);
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this->allowDirectBufferMapping = config.getOption<bool> ("d3d9.allowDirectBufferMapping", true);
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this->allowDirectBufferMapping = config.getOption<bool> ("d3d9.allowDirectBufferMapping", true);
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@ -135,10 +135,6 @@ namespace dxvk {
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/// Tearing mode if vsync is enabled
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/// Tearing mode if vsync is enabled
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Tristate tearFree;
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Tristate tearFree;
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/// Workaround for games using alpha test == 1.0, etc due to wonky interpolation or
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/// misc. imprecision on some vendors
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bool alphaTestWiggleRoom;
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/// Apitrace mode: Maps all buffers in cached memory.
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/// Apitrace mode: Maps all buffers in cached memory.
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bool apitraceMode;
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bool apitraceMode;
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@ -41,9 +41,6 @@ namespace dxvk {
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vertexFloatConstantBufferAsSSBO = pDevice->GetVertexConstantLayout().floatSize() > devInfo.core.properties.limits.maxUniformBufferRange;
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vertexFloatConstantBufferAsSSBO = pDevice->GetVertexConstantLayout().floatSize() > devInfo.core.properties.limits.maxUniformBufferRange;
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longMad = options.longMad;
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longMad = options.longMad;
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alphaTestWiggleRoom = options.alphaTestWiggleRoom;
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robustness2Supported = devFeatures.extRobustness2.robustBufferAccess2;
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robustness2Supported = devFeatures.extRobustness2.robustBufferAccess2;
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}
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}
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@ -51,10 +51,6 @@ namespace dxvk {
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/// don't match entirely to the regular vertex shader in this way.
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/// don't match entirely to the regular vertex shader in this way.
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bool longMad;
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bool longMad;
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/// Workaround for games using alpha test == 1.0, etc due to wonky interpolation or
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/// misc. imprecision on some vendors
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bool alphaTestWiggleRoom;
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/// Whether or not we can rely on robustness2 to handle oob constant access
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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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bool robustness2Supported;
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};
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};
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@ -413,10 +413,6 @@ namespace dxvk {
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{ R"(\\SpellForce2.*\.exe$)", {{
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{ R"(\\SpellForce2.*\.exe$)", {{
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{ "d3d9.forceSamplerTypeSpecConstants", "True" },
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{ "d3d9.forceSamplerTypeSpecConstants", "True" },
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}} },
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}} },
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/* Everquest 2 */
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{ R"(\\EverQuest2.*\.exe$)", {{
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{ "d3d9.alphaTestWiggleRoom", "True" },
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}} },
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/* Tomb Raider: Legend */
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/* Tomb Raider: Legend */
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{ R"(\\trl\.exe$)", {{
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{ R"(\\trl\.exe$)", {{
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{ "d3d9.apitraceMode", "True" },
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{ "d3d9.apitraceMode", "True" },
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@ -575,11 +571,6 @@ namespace dxvk {
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{ R"(\\BGE\.exe$)", {{
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{ R"(\\BGE\.exe$)", {{
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{ "d3d9.maxFrameRate", "60" },
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{ "d3d9.maxFrameRate", "60" },
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}} },
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}} },
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/* Ninja Blade *
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* Transparent main character on Nvidia */
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{ R"(\\NinjaBlade\.exe$)", {{
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{ "d3d9.alphaTestWiggleRoom", "True" },
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}} },
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/* YS Origin *
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/* YS Origin *
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* Helps very bad frametimes in some areas */
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* Helps very bad frametimes in some areas */
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{ R"(\\yso_win\.exe$)", {{
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{ R"(\\yso_win\.exe$)", {{
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