From 10ab85c3baeca3d7ae226361bca4aaa3f63c6fa7 Mon Sep 17 00:00:00 2001 From: Tobias Jakobi Date: Sat, 13 Jul 2024 21:00:27 +0200 Subject: [PATCH] [d3d8] Remove references to d3d8.useShadowBuffers for now The current D3D8 codebase in DXVK does not implement this feature, i.e. setting this option is a NOP. It was implemented in D8VK at some point, but was removed before the big merge. Remove any references to avoid confusion. --- dxvk.conf | 13 ------------- src/util/config/config.cpp | 5 ----- 2 files changed, 18 deletions(-) diff --git a/dxvk.conf b/dxvk.conf index 822607875..453024feb 100644 --- a/dxvk.conf +++ b/dxvk.conf @@ -709,16 +709,3 @@ # - True/False # d3d9.countLosableResources = True - -# Use NVIDIA Shadow Buffers -# -# Vendor behavior for GeForce3 and GeForce4 cards that allows -# sampling depth textures with non-normalized Z coordinates -# and applies hardware shadow filtering. -# -# Supported values: -# - True/False - -# d3d8.useShadowBuffers = False - - diff --git a/src/util/config/config.cpp b/src/util/config/config.cpp index adba71962..7183f842d 100644 --- a/src/util/config/config.cpp +++ b/src/util/config/config.cpp @@ -1014,11 +1014,6 @@ namespace dxvk { { R"(\\indy\.exe$)", {{ { "d3d9.enableDialogMode", "True" }, }} }, - /* Tom Clancy's Splinter Cell * - * Supports shadow buffers */ - { R"(\\splintercell\.exe$)", {{ - { "d3d8.useShadowBuffers", "True" }, - }} }, /* Anito: Defend a Land Enraged */ { R"(\\Anito\.exe$)", {{ { "d3d9.memoryTrackTest", "True" },