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https://github.com/EduApps-CDG/OpenDX
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Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de> Co-authored-by: Robin Kertels <robin.kertels@gmail.com> Co-authored-by: pchome <pchome@users.noreply.github.com> Co-authored-by: Christopher Egert <cme3000@gmail.com> Co-authored-by: Derek Lesho <dereklesho52@Gmail.com> Co-authored-by: Luis Cáceres <lacaceres97@gmail.com> Co-authored-by: Nelson Chen <crazysim@gmail.com> Co-authored-by: Edmondo Tommasina <edmondo.tommasina@gmail.com> Co-authored-by: Riesi <riesi@opentrash.com> Co-authored-by: gbMichelle <gbmichelle.dev@gmail.com>
42 lines
1.3 KiB
C++
42 lines
1.3 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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struct D3D9Options;
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struct DxsoOptions {
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DxsoOptions();
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DxsoOptions(const Rc<DxvkDevice>& device, const D3D9Options& options);
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/// Use a SPIR-V extension to implement D3D-style discards
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bool useDemoteToHelperInvocation = false;
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/// Use subgroup operations to discard fragment
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/// shader invocations if derivatives remain valid.
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bool useSubgroupOpsForEarlyDiscard = false;
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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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bool 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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};
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} |