diff --git a/src/d3d11/d3d11_options.h b/src/d3d11/d3d11_options.h index 8ca2cca27..4d8a84638 100644 --- a/src/d3d11/d3d11_options.h +++ b/src/d3d11/d3d11_options.h @@ -18,104 +18,104 @@ namespace dxvk { /// This can substantially speed up some games, but may /// cause issues if the game submits command lists more /// than once. - bool dcSingleUseMode; + bool dcSingleUseMode = false; /// Zero-initialize workgroup memory /// /// Workargound for games that don't initialize /// TGSM in compute shaders before reading it. - bool zeroInitWorkgroupMemory; + bool zeroInitWorkgroupMemory = false; /// Force thread-group shared memory accesses to be volatile /// /// Workaround for compute shaders that read and /// write from the same shared memory location /// without explicit synchronization. - bool forceVolatileTgsmAccess; + bool forceVolatileTgsmAccess = false; /// Use relaxed memory barriers /// /// May improve performance in some games, /// but might also cause rendering issues. - bool relaxedBarriers; + bool relaxedBarriers = false; /// Ignore graphics barriers /// /// May improve performance in some games, /// but might also cause rendering issues. - bool ignoreGraphicsBarriers; + bool ignoreGraphicsBarriers = false; /// Maximum tessellation factor. /// /// Limits tessellation factors in tessellation /// control shaders. Values from 8 to 64 are /// supported, other values will be ignored. - int32_t maxTessFactor; + int32_t maxTessFactor = 0; /// Anisotropic filter override /// /// Enforces anisotropic filtering with the /// given anisotropy value for all samplers. - int32_t samplerAnisotropy; + int32_t samplerAnisotropy = -1; /// Mipmap LOD bias /// /// Enforces the given LOD bias for all samplers. - float samplerLodBias; + float samplerLodBias = 0.0f; /// Clamps negative LOD bias - bool clampNegativeLodBias; + bool clampNegativeLodBias = false; /// Declare vertex positions in shaders as invariant - bool invariantPosition; + bool invariantPosition = true; /// Enable float control bits - bool floatControls; + bool floatControls = true; /// Back buffer count for the Vulkan swap chain. /// Overrides DXGI_SWAP_CHAIN_DESC::BufferCount. - int32_t numBackBuffers; + int32_t numBackBuffers = 0; /// Override maximum frame latency if the app specifies /// a higher value. May help with frame timing issues. - int32_t maxFrameLatency; + int32_t maxFrameLatency = 0; /// Defer surface creation until first present call. This /// fixes issues with games that create multiple swap chains /// for a single window that may interfere with each other. - bool deferSurfaceCreation; + bool deferSurfaceCreation = false; /// Enables sample rate shading by interpolating fragment shader /// inputs at the sample location rather than pixel center, /// unless otherwise specified by the application. - bool forceSampleRateShading; + bool forceSampleRateShading = false; /// Forces the sample count of all textures to be 1, and /// performs the required shader and resolve fixups. - bool disableMsaa; + bool disableMsaa = false; /// Dynamic resources with the given bind flags will be allocated /// in cached system memory. Enabled automatically when recording /// an api trace. - uint32_t cachedDynamicResources; + uint32_t cachedDynamicResources = 0; /// Always lock immediate context on every API call. May be /// useful for debugging purposes or when applications have /// race conditions. - bool enableContextLock; + bool enableContextLock = false; /// Whether to expose the driver command list feature. Enabled by /// default and generally beneficial, but some games may assume that /// this is not supported when running on an AMD GPU. - bool exposeDriverCommandLists; - - /// Shader dump path - std::string shaderDumpPath; + bool exposeDriverCommandLists = true; /// Ensure that for the same D3D commands the output VK commands /// don't change between runs. Useful for comparative benchmarking, /// can negatively affect performance. - bool reproducibleCommandStream; + bool reproducibleCommandStream = false; + + /// Shader dump path + std::string shaderDumpPath; }; } \ No newline at end of file