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OpenDX/src/dxso/dxso_options.h
Joshie 54ed8f0bb0 [d3d9] Implement Direct3D9 Frontend (#1275)
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>
2019-12-16 04:28:01 +01:00

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1.3 KiB
C++

#pragma once
#include "../dxvk/dxvk_device.h"
#include "../d3d9/d3d9_options.h"
namespace dxvk {
struct D3D9Options;
struct DxsoOptions {
DxsoOptions();
DxsoOptions(const Rc<DxvkDevice>& device, 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;
};
}