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[d3d9+util] Remove a bunch of redundant config options
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K0bin committed May 4, 2023
1 parent a6252e8 commit cd5c9ba
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Showing 3 changed files with 0 additions and 40 deletions.
1 change: 0 additions & 1 deletion src/d3d9/d3d9_options.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -48,7 +48,6 @@ namespace dxvk {
this->strictPow = config.getOption<bool> ("d3d9.strictPow", true);
this->lenientClear = config.getOption<bool> ("d3d9.lenientClear", false);
this->numBackBuffers = config.getOption<int32_t> ("d3d9.numBackBuffers", 0);
this->noExplicitFrontBuffer = config.getOption<bool> ("d3d9.noExplicitFrontBuffer", false);
this->deferSurfaceCreation = config.getOption<bool> ("d3d9.deferSurfaceCreation", false);
this->samplerAnisotropy = config.getOption<int32_t> ("d3d9.samplerAnisotropy", -1);
this->maxAvailableMemory = config.getOption<int32_t> ("d3d9.maxAvailableMemory", 4096);
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10 changes: 0 additions & 10 deletions src/d3d9/d3d9_options.h
Original file line number Diff line number Diff line change
Expand Up @@ -54,16 +54,6 @@ namespace dxvk {
/// Overrides buffer count in present parameters.
int32_t numBackBuffers;

/// Don't create an explicit front buffer in our own swapchain. The Vulkan swapchain is unaffected.
/// Some games don't handle front/backbuffer flipping very well because they don't always redraw
/// each frame completely, and rely on old pixel data from the previous frame to still be there.
/// When this option is set and a game only requests one backbuffer, there will be no flipping in
/// our own swapchain, so the game will always draw to the same buffer and can rely on old pixel
/// data to still be there after a Present call.
/// This means that D3D9SwapChainEx::GetFrontBufferData returns data from the backbuffer of the
/// previous frame, which is the same as the current backbuffer if only 1 backbuffer was requested.
bool noExplicitFrontBuffer;

/// Defer surface creation
bool deferSurfaceCreation;

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29 changes: 0 additions & 29 deletions src/util/config/config.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -466,10 +466,6 @@ namespace dxvk {
{ R"(\\ToEE(a)?\.exe$)", {{
{ "d3d9.allowDiscard", "False" },
}} },
/* ZUSI 3 - Aerosoft Edition */
{ R"(\\ZusiSim(\.64)?\.exe$)", {{
{ "d3d9.noExplicitFrontBuffer", "True" },
}} },
/* GTA IV (NVAPI) */
/* Also thinks we're always on Intel *
* and will report/use bad amounts of VRAM.
Expand Down Expand Up @@ -546,10 +542,6 @@ namespace dxvk {
{ R"(\\SineMoraEX\.exe$)", {{
{ "d3d9.maxFrameRate", "60" },
}} },
/* Fantasy Grounds */
{ R"(\\FantasyGrounds\.exe$)", {{
{ "d3d9.noExplicitFrontBuffer", "True" },
}} },
/* Red Orchestra 2 */
{ R"(\\ROGame\.exe$)", {{
{ "d3d9.floatEmulation", "Strict" },
Expand Down Expand Up @@ -590,22 +582,6 @@ namespace dxvk {
{ R"(\\limbo\.exe$)", {{
{ "d3d9.maxFrameRate", "60" },
}} },
/* Warhammer: Return of Reckoning Launcher
Forcing SM1 fixes a black window otherwise caused by
the lack of support for partial presentation */
{ R"(\\RoRLauncher\.exe$)", {{
{ "d3d9.shaderModel", "1" },
}} },
/* Halo CE SPV3 launcher
Same issue as Warhammer: RoR above */
{ R"(\\spv3\.exe$)", {{
{ "d3d9.shaderModel", "1" },
}} },
/* Escape from Tarkov launcher
Same issue as Warhammer: RoR above */
{ R"(\\BsgLauncher\.exe$)", {{
{ "d3d9.shaderModel", "1" },
}} },
/* Star Wars The Force Unleashed 2 *
* Black particles because it tries to bind *
* a 2D texture for a shader that *
Expand Down Expand Up @@ -724,11 +700,6 @@ namespace dxvk {
{ R"(\\ffxiv\.exe$)", {{
{ "d3d9.textureMemory", "0" },
}} },
/* Secret World Legends launcher *
* Invisible UI */
{ R"(\\Secret World Legends\\ClientPatcher\.exe$)", {{
{ "d3d9.shaderModel", "2" },
}} },
/* Alien Rage *
* GTX 295 & disable Hack to fix shadows */
{ R"(\\(ShippingPC-AFEARGame|ARageMP)\.exe$)", {{
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