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[d3d11] Properly initialize optons struct
No bug, but it's good practice either way.
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@ -18,104 +18,104 @@ namespace dxvk {
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/// This can substantially speed up some games, but may
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/// cause issues if the game submits command lists more
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/// than once.
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bool dcSingleUseMode;
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bool dcSingleUseMode = false;
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/// Zero-initialize workgroup memory
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///
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/// Workargound for games that don't initialize
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/// TGSM in compute shaders before reading it.
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bool zeroInitWorkgroupMemory;
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bool zeroInitWorkgroupMemory = false;
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/// Force thread-group shared memory accesses to be volatile
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///
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/// Workaround for compute shaders that read and
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/// write from the same shared memory location
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/// without explicit synchronization.
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bool forceVolatileTgsmAccess;
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bool forceVolatileTgsmAccess = false;
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/// Use relaxed memory barriers
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///
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/// May improve performance in some games,
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/// but might also cause rendering issues.
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bool relaxedBarriers;
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bool relaxedBarriers = false;
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/// Ignore graphics barriers
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///
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/// May improve performance in some games,
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/// but might also cause rendering issues.
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bool ignoreGraphicsBarriers;
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bool ignoreGraphicsBarriers = false;
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/// Maximum tessellation factor.
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///
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/// Limits tessellation factors in tessellation
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/// control shaders. Values from 8 to 64 are
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/// supported, other values will be ignored.
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int32_t maxTessFactor;
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int32_t maxTessFactor = 0;
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/// Anisotropic filter override
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///
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/// Enforces anisotropic filtering with the
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/// given anisotropy value for all samplers.
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int32_t samplerAnisotropy;
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int32_t samplerAnisotropy = -1;
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/// Mipmap LOD bias
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///
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/// Enforces the given LOD bias for all samplers.
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float samplerLodBias;
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float samplerLodBias = 0.0f;
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/// Clamps negative LOD bias
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bool clampNegativeLodBias;
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bool clampNegativeLodBias = false;
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/// Declare vertex positions in shaders as invariant
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bool invariantPosition;
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bool invariantPosition = true;
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/// Enable float control bits
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bool floatControls;
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bool floatControls = true;
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/// Back buffer count for the Vulkan swap chain.
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/// Overrides DXGI_SWAP_CHAIN_DESC::BufferCount.
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int32_t numBackBuffers;
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int32_t numBackBuffers = 0;
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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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int32_t maxFrameLatency = 0;
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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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bool deferSurfaceCreation = false;
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/// Enables sample rate shading by interpolating fragment shader
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/// inputs at the sample location rather than pixel center,
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/// unless otherwise specified by the application.
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bool forceSampleRateShading;
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bool forceSampleRateShading = false;
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/// Forces the sample count of all textures to be 1, and
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/// performs the required shader and resolve fixups.
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bool disableMsaa;
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bool disableMsaa = false;
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/// Dynamic resources with the given bind flags will be allocated
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/// in cached system memory. Enabled automatically when recording
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/// an api trace.
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uint32_t cachedDynamicResources;
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uint32_t cachedDynamicResources = 0;
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/// Always lock immediate context on every API call. May be
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/// useful for debugging purposes or when applications have
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/// race conditions.
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bool enableContextLock;
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bool enableContextLock = false;
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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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bool exposeDriverCommandLists = true;
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/// Ensure that for the same D3D commands the output VK commands
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/// don't change between runs. Useful for comparative benchmarking,
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/// can negatively affect performance.
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bool reproducibleCommandStream;
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bool reproducibleCommandStream = false;
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/// Shader dump path
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std::string shaderDumpPath;
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};
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}
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