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https://github.com/doitsujin/dxvk.git
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[d3d11] Reintroduce support for dxgi.maxFrameLatency
This option was previously ignored for some reason.
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@ -1736,7 +1736,8 @@ namespace dxvk {
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m_d3d11Device (this, FeatureLevel, FeatureFlags),
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m_d3d11Presenter(this, &m_d3d11Device),
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m_d3d11Interop (this, &m_d3d11Device),
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m_wineFactory (&m_d3d11Presenter) {
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m_wineFactory (&m_d3d11Presenter),
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m_frameLatencyCap(m_d3d11Device.GetOptions()->maxFrameLatency) {
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for (uint32_t i = 0; i < m_frameEvents.size(); i++)
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m_frameEvents[i] = new DxvkEvent();
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}
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@ -13,6 +13,7 @@ namespace dxvk {
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this->samplerAnisotropy = config.getOption<int32_t>("d3d11.samplerAnisotropy", -1);
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this->deferSurfaceCreation = config.getOption<bool>("dxgi.deferSurfaceCreation", false);
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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->syncInterval = config.getOption<int32_t>("dxgi.syncInterval", -1);
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this->syncMode = D3D11SwapChainSyncMode(config.getOption<int32_t>("dxgi.syncMode", 0));
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}
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@ -68,6 +68,10 @@ namespace dxvk {
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/// passed to IDXGISwapChain::Present.
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int32_t syncInterval;
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/// Override maximum frame latency if the app specifies
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/// a higher value. May help with frame timing issues.
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int32_t maxFrameLatency;
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/// Defer surface creation until first present call. This
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/// fixes issues with games that create multiple swap chains
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/// for a single window that may interfere with each other.
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@ -28,9 +28,6 @@ namespace dxvk {
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DxgiOptions::DxgiOptions(const Config& config) {
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this->deferSurfaceCreation = config.getOption<bool> ("dxgi.deferSurfaceCreation", false);
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this->maxFrameLatency = config.getOption<int32_t> ("dxgi.maxFrameLatency", 0);
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// Fetch these as a string representing a hexadecimal number and parse it.
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this->customVendorId = parsePciId(config.getOption<std::string>("dxgi.customVendorId"));
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this->customDeviceId = parsePciId(config.getOption<std::string>("dxgi.customDeviceId"));
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@ -17,15 +17,6 @@ namespace dxvk {
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struct DxgiOptions {
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DxgiOptions(const Config& config);
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/// Defer surface creation until first present call. This
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/// fixes issues with games that create multiple swap chains
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/// for a single window that may interfere with each other.
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bool deferSurfaceCreation;
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/// Override maximum frame latency if the app specifies
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/// a higher value. May help with frame timing issues.
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int32_t maxFrameLatency;
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/// Override PCI vendor and device IDs reported to the
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/// application. This may make apps think they are running
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/// on a different GPU than they do and behave differently.
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