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[d3d11] Remove d3d11.maxDynamicImageBufferSize option

This commit is contained in:
Philip Rebohle 2024-10-31 19:45:09 +01:00 committed by Philip Rebohle
parent 116d488faa
commit bdf4cb765a
4 changed files with 0 additions and 20 deletions

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@ -276,14 +276,6 @@
# dxvk.zeroMappedMemory = False
# Resource size limit for buffer-mapped dynamic images, in kilobytes.
# A higher threshold may reduce memory usage and PCI-E bandwidth in
# some games, but may also increase GPU synchronizations. Setting it
# to -1 disables the feature.
# d3d11.maxDynamicImageBufferSize = -1
# Allocates dynamic resources with the given set of bind flags in
# cached system memory rather than uncached memory or host-visible
# VRAM, in order to allow fast readback from the CPU. This is only

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@ -36,11 +36,6 @@ namespace dxvk {
// Clamp LOD bias so that people don't abuse this in unintended ways
this->samplerLodBias = dxvk::fclamp(this->samplerLodBias, -2.0f, 1.0f);
int32_t maxDynamicImageBufferSize = config.getOption<int32_t>("d3d11.maxDynamicImageBufferSize", -1);
this->maxDynamicImageBufferSize = maxDynamicImageBufferSize >= 0
? VkDeviceSize(maxDynamicImageBufferSize) << 10
: VkDeviceSize(~0ull);
auto cachedDynamicResources = config.getOption<std::string>("d3d11.cachedDynamicResources", std::string());
if (IsAPITracingDXGI()) {

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@ -80,9 +80,6 @@ namespace dxvk {
/// a higher value. May help with frame timing issues.
int32_t maxFrameLatency;
/// Limit size of buffer-mapped images
VkDeviceSize maxDynamicImageBufferSize;
/// 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.

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@ -291,10 +291,6 @@ namespace dxvk {
{ R"(\\AoE2DE_s\.exe$)", {{
{ "d3d11.cachedDynamicResources", "a" },
}} },
/* Total War: Warhammer III */
{ R"(\\Warhammer3\.exe$)", {{
{ "d3d11.maxDynamicImageBufferSize", "4096" },
}} },
/* Assassin's Creed 3 and 4 */
{ R"(\\ac(3|4bf)[sm]p\.exe$)", {{
{ "d3d11.cachedDynamicResources", "a" },