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[d3d11] Remove d3d11.maxDynamicImageBufferSize option
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@ -276,14 +276,6 @@
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# dxvk.zeroMappedMemory = False
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# Resource size limit for buffer-mapped dynamic images, in kilobytes.
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# A higher threshold may reduce memory usage and PCI-E bandwidth in
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# some games, but may also increase GPU synchronizations. Setting it
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# to -1 disables the feature.
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# d3d11.maxDynamicImageBufferSize = -1
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# Allocates dynamic resources with the given set of bind flags 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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@ -36,11 +36,6 @@ namespace dxvk {
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// Clamp LOD bias so that people don't abuse this in unintended ways
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this->samplerLodBias = dxvk::fclamp(this->samplerLodBias, -2.0f, 1.0f);
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int32_t maxDynamicImageBufferSize = config.getOption<int32_t>("d3d11.maxDynamicImageBufferSize", -1);
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this->maxDynamicImageBufferSize = maxDynamicImageBufferSize >= 0
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? VkDeviceSize(maxDynamicImageBufferSize) << 10
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: VkDeviceSize(~0ull);
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auto cachedDynamicResources = config.getOption<std::string>("d3d11.cachedDynamicResources", std::string());
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if (IsAPITracingDXGI()) {
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@ -80,9 +80,6 @@ namespace dxvk {
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/// a higher value. May help with frame timing issues.
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int32_t maxFrameLatency;
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/// Limit size of buffer-mapped images
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VkDeviceSize maxDynamicImageBufferSize;
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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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@ -291,10 +291,6 @@ namespace dxvk {
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{ R"(\\AoE2DE_s\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Total War: Warhammer III */
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{ R"(\\Warhammer3\.exe$)", {{
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{ "d3d11.maxDynamicImageBufferSize", "4096" },
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}} },
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/* Assassin's Creed 3 and 4 */
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{ R"(\\ac(3|4bf)[sm]p\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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