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https://github.com/doitsujin/dxvk.git
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[d3d11] Add option to hide native command list support
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12
dxvk.conf
12
dxvk.conf
@ -292,6 +292,18 @@
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# d3d11.enableContextLock = False
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# Exposes or hides support for driver command lists
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#
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# Some games use the feature flag to decide whether to use deferred
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# contexts or not. We enable this by default, but in some situations
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# this can lead to issues if games detect an AMD GPU where command
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# lists are not natively supported on Windows.
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#
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# Supported values: True, False
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# d3d11.exposeDriverCommandLists = True
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# Sets number of pipeline compiler threads.
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#
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# If the graphics pipeline library feature is enabled, the given
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@ -45,10 +45,10 @@ namespace dxvk {
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m_dxvkDevice (pContainer->GetDXVKDevice()),
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m_dxvkAdapter (m_dxvkDevice->adapter()),
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m_d3d11Formats (m_dxvkDevice),
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m_d3d11Options (m_dxvkDevice->instance()->config(), m_dxvkDevice),
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m_d3d11Options (m_dxvkDevice->instance()->config()),
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m_dxbcOptions (m_dxvkDevice, m_d3d11Options),
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m_maxFeatureLevel (GetMaxFeatureLevel(m_dxvkDevice->instance(), m_dxvkDevice->adapter())),
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m_deviceFeatures (m_dxvkDevice->instance(), m_dxvkDevice->adapter(), m_featureLevel) {
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m_deviceFeatures (m_dxvkDevice->instance(), m_dxvkDevice->adapter(), m_d3d11Options, m_featureLevel) {
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m_initializer = new D3D11Initializer(this);
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m_context = new D3D11ImmediateContext(this, m_dxvkDevice);
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m_d3d10Device = new D3D10Device(this, m_context.ptr());
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@ -1348,7 +1348,7 @@ namespace dxvk {
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m_deviceFeatures = D3D11DeviceFeatures(
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m_dxvkDevice->instance(),
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m_dxvkDevice->adapter(),
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m_featureLevel);
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m_d3d11Options, m_featureLevel);
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}
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if (pChosenFeatureLevel)
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@ -12,6 +12,7 @@ namespace dxvk {
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D3D11DeviceFeatures::D3D11DeviceFeatures(
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const Rc<DxvkInstance>& Instance,
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const Rc<DxvkAdapter>& Adapter,
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const D3D11Options& Options,
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D3D_FEATURE_LEVEL FeatureLevel)
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: m_features (Adapter->features()),
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m_properties (Adapter->devicePropertiesExt()) {
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@ -118,11 +119,11 @@ namespace dxvk {
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m_shaderMinPrecision.PixelShaderMinPrecision = 0;
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m_shaderMinPrecision.AllOtherShaderStagesMinPrecision = 0;
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// Report native support for command lists here so that we do not actually have
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// to re-implement the UpdateSubresource bug from the D3D11 runtime, see MSDN:
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// https://msdn.microsoft.com/en-us/library/windows/desktop/ff476486(v=vs.85).aspx)
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// Report native support for command lists by default. Deferred context
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// usage can be beneficial for us as ExecuteCommandList has low overhead,
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// and we avoid having to deal with known UpdateSubresource bugs this way.
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m_threading.DriverConcurrentCreates = TRUE;
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m_threading.DriverCommandLists = TRUE;
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m_threading.DriverCommandLists = Options.exposeDriverCommandLists;
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}
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@ -182,7 +183,8 @@ namespace dxvk {
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D3D_FEATURE_LEVEL D3D11DeviceFeatures::GetMaxFeatureLevel(
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const Rc<DxvkInstance>& Instance,
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const Rc<DxvkAdapter>& Adapter) {
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D3D11DeviceFeatures features(Instance, Adapter, D3D_FEATURE_LEVEL_12_1);
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D3D11Options options(Instance->config());
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D3D11DeviceFeatures features(Instance, Adapter, options, D3D_FEATURE_LEVEL_12_1);
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return features.GetMaxFeatureLevel();
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}
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@ -1,6 +1,7 @@
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#pragma once
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#include "d3d11_include.h"
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#include "d3d11_options.h"
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#include "../dxvk/dxvk_adapter.h"
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#include "../dxvk/dxvk_instance.h"
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@ -21,6 +22,7 @@ namespace dxvk {
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D3D11DeviceFeatures(
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const Rc<DxvkInstance>& Instance,
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const Rc<DxvkAdapter>& Adapter,
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const D3D11Options& Options,
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D3D_FEATURE_LEVEL FeatureLevel);
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~D3D11DeviceFeatures();
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@ -12,7 +12,7 @@ namespace dxvk {
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#endif
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}
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D3D11Options::D3D11Options(const Config& config, const Rc<DxvkDevice>& device) {
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D3D11Options::D3D11Options(const Config& config) {
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this->dcSingleUseMode = config.getOption<bool>("d3d11.dcSingleUseMode", true);
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this->zeroInitWorkgroupMemory = config.getOption<bool>("d3d11.zeroInitWorkgroupMemory", false);
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this->forceVolatileTgsmAccess = config.getOption<bool>("d3d11.forceVolatileTgsmAccess", false);
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@ -31,6 +31,7 @@ namespace dxvk {
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this->numBackBuffers = config.getOption<int32_t>("dxgi.numBackBuffers", 0);
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this->maxFrameLatency = config.getOption<int32_t>("dxgi.maxFrameLatency", 0);
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this->maxFrameRate = config.getOption<int32_t>("dxgi.maxFrameRate", 0);
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this->exposeDriverCommandLists = config.getOption<bool>("d3d11.exposeDriverCommandLists", true);
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// Clamp LOD bias so that people don't abuse this in unintended ways
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this->samplerLodBias = dxvk::fclamp(this->samplerLodBias, -2.0f, 1.0f);
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@ -11,7 +11,7 @@
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namespace dxvk {
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struct D3D11Options {
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D3D11Options(const Config& config, const Rc<DxvkDevice>& device);
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D3D11Options(const Config& config);
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/// Enables speed hack for mapping on deferred contexts
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///
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@ -113,6 +113,11 @@ namespace dxvk {
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/// race conditions.
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bool enableContextLock;
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/// Whether to expose the driver command list feature. Enabled by
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/// default and generally beneficial, but some games may assume that
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/// this is not supported when running on an AMD GPU.
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bool exposeDriverCommandLists;
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/// Shader dump path
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std::string shaderDumpPath;
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};
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