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[dxvk] Disable defragmentation on ANV
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@ -390,9 +390,10 @@
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#
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# Supported values:
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# - True: Enable defragmentation
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# - Auto: Enable defragmentation, except on blocked drivers
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# - False: Disable defragmentation
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# dxvk.enableMemoryDefrag = True
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# dxvk.enableMemoryDefrag = Auto
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# Sets enabled HUD elements
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@ -2316,7 +2316,13 @@ namespace dxvk {
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m_memTypes[i].sharedCache->cleanupUnusedFromLockedAllocator(currentTime);
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}
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if (m_device->config().enableMemoryDefrag) {
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// For unknown reasons, defragmentation seems to break Genshin Impact and
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// possibly other games on ANV while working fine on other drivers even in
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// a stress-test scenario, see https://github.com/doitsujin/dxvk/issues/4395.
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bool enableDefrag = !m_device->adapter()->matchesDriver(VK_DRIVER_ID_INTEL_OPEN_SOURCE_MESA);
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applyTristate(enableDefrag, m_device->config().enableMemoryDefrag);
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if (enableDefrag) {
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// Periodically defragment device-local memory types. We cannot
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// do anything about mapped allocations since we rely on pointer
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// stability there.
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@ -5,7 +5,7 @@ namespace dxvk {
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DxvkOptions::DxvkOptions(const Config& config) {
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enableDebugUtils = config.getOption<bool> ("dxvk.enableDebugUtils", false);
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enableStateCache = config.getOption<bool> ("dxvk.enableStateCache", true);
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enableMemoryDefrag = config.getOption<bool> ("dxvk.enableMemoryDefrag", true);
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enableMemoryDefrag = config.getOption<Tristate>("dxvk.enableMemoryDefrag", Tristate::Auto);
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numCompilerThreads = config.getOption<int32_t> ("dxvk.numCompilerThreads", 0);
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enableGraphicsPipelineLibrary = config.getOption<Tristate>("dxvk.enableGraphicsPipelineLibrary", Tristate::Auto);
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trackPipelineLifetime = config.getOption<Tristate>("dxvk.trackPipelineLifetime", Tristate::Auto);
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@ -15,7 +15,7 @@ namespace dxvk {
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bool enableStateCache = true;
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/// Enable memory defragmentation
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bool enableMemoryDefrag = true;
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Tristate enableMemoryDefrag = Tristate::Auto;
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/// Number of compiler threads
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/// when using the state cache
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