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[d3d9] Rename apitraceMode
It's not just used for apitrace and the new name is more consistent with the D3D11 equivalent option.
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@ -567,14 +567,15 @@
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# APITrace Mode
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#
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# Makes all host visible buffers cached and coherent
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# Improves performance when apitracing, but also can impact
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# some dumb games.
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# Allocates dynamic resources in D3DPOOL_DEFAULT in
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# cached system memory rather than uncached memory or host-visible
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# VRAM, in order to allow fast readback from the CPU. This is only
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# useful for buggy applications, and may reduce GPU-bound performance.
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#
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# Supported values:
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# - True/False
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# d3d9.apitraceMode = False
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# d3d9.cachedDynamicBuffers = False
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# Seamless Cubes
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#
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@ -125,7 +125,7 @@ namespace dxvk {
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memoryFlags |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
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}
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if (memoryFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT && m_parent->GetOptions()->apitraceMode) {
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if ((memoryFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) && m_parent->GetOptions()->cachedDynamicBuffers) {
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memoryFlags &= ~VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
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memoryFlags |= VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
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| VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
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@ -66,7 +66,7 @@ namespace dxvk {
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this->forceAspectRatio = config.getOption<std::string> ("d3d9.forceAspectRatio", "");
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this->enumerateByDisplays = config.getOption<bool> ("d3d9.enumerateByDisplays", true);
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this->longMad = config.getOption<bool> ("d3d9.longMad", false);
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this->apitraceMode = config.getOption<bool> ("d3d9.apitraceMode", false);
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this->cachedDynamicBuffers = config.getOption<bool> ("d3d9.cachedDynamicBuffers", false);
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this->deviceLocalConstantBuffers = config.getOption<bool> ("d3d9.deviceLocalConstantBuffers", false);
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this->allowDirectBufferMapping = config.getOption<bool> ("d3d9.allowDirectBufferMapping", true);
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this->seamlessCubes = config.getOption<bool> ("d3d9.seamlessCubes", false);
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@ -124,8 +124,8 @@ namespace dxvk {
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/// don't match entirely to the regular vertex shader in this way.
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bool longMad;
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/// Apitrace mode: Maps all buffers in cached memory.
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bool apitraceMode;
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/// Cached dynamic buffers: Maps all buffers in cached memory.
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bool cachedDynamicBuffers;
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/// Use device local memory for constant buffers.
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bool deviceLocalConstantBuffers;
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@ -49,7 +49,7 @@ namespace dxvk {
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* hardware. */
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{ R"(\\(FarCry2|farcry2game)\.exe$)", {{
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{ "d3d9.customVendorId", "10de" },
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{ "d3d9.apitraceMode", "True" },
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{ "d3d9.cachedDynamicBuffers", "True" },
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}} },
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/* Far Cry 3: Assumes clear(0.5) on an UNORM *
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* format to result in 128 on AMD and 127 on *
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@ -500,12 +500,12 @@ namespace dxvk {
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* D3DPOOL_DEFAULT, *
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* D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY buffer */
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{ R"(\\(trl|tra|tru)\.exe$)", {{
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{ "d3d9.apitraceMode", "True" },
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{ "d3d9.cachedDynamicBuffers", "True" },
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{ "d3d9.maxFrameRate", "60" },
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}} },
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/* Everquest */
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{ R"(\\eqgame\.exe$)", {{
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{ "d3d9.apitraceMode", "True" },
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{ "d3d9.cachedDynamicBuffers", "True" },
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}} },
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/* Dark Messiah of Might & Magic */
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{ R"(\\mm\.exe$)", {{
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@ -660,7 +660,7 @@ namespace dxvk {
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}} },
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/* Witcher 1: Very long loading times */
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{ R"(\\witcher\.exe$)", {{
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{ "d3d9.apitraceMode", "True" },
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{ "d3d9.cachedDynamicBuffers", "True" },
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}} },
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/* Guitar Hero World Tour *
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* Very prone to address space crashes */
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@ -685,7 +685,7 @@ namespace dxvk {
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}} },
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/* Hammer World Editor */
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{ R"(\\(hammer(plusplus)?|mallet|wc)\.exe$)", {{
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{ "d3d9.apitraceMode", "True" },
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{ "d3d9.cachedDynamicBuffers", "True" },
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}} },
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/* Dragon Age Origins *
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* Keeps unmapping the same 3 1MB buffers *
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@ -702,7 +702,7 @@ namespace dxvk {
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* Helps performance when Resizable BAR *
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* is enabled */
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{ R"(\\ASN_App_PcDx9_Final\.exe$)", {{
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{ "d3d9.apitraceMode", "True" },
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{ "d3d9.cachedDynamicBuffers", "True" },
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}} },
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/* Black Mesa *
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* Artifacts & broken flashlight on Intel */
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