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[d3d11] Remove allowMapFlagNoWait option

This commit is contained in:
Philip Rebohle 2019-11-15 11:09:11 +01:00
parent dbc14fe65c
commit c24dad75dc
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GPG Key ID: C8CC613427A31C99
3 changed files with 0 additions and 13 deletions

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@ -588,11 +588,6 @@ namespace dxvk {
const Rc<DxvkResource>& Resource,
D3D11_MAP MapType,
UINT MapFlags) {
// Some games might not work correctly when a map
// fails with D3D11_MAP_FLAG_DO_NOT_WAIT set
if (!m_parent->GetOptions()->allowMapFlagNoWait)
MapFlags &= ~D3D11_MAP_FLAG_DO_NOT_WAIT;
// Determine access type to wait for based on map mode
DxvkAccess access = MapType == D3D11_MAP_READ
? DxvkAccess::Write

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@ -7,7 +7,6 @@ namespace dxvk {
D3D11Options::D3D11Options(const Config& config, const Rc<DxvkDevice>& device) {
const DxvkDeviceInfo& devInfo = device->properties();
this->allowMapFlagNoWait = config.getOption<bool>("d3d11.allowMapFlagNoWait", true);
this->dcSingleUseMode = config.getOption<bool>("d3d11.dcSingleUseMode", true);
this->strictDivision = config.getOption<bool>("d3d11.strictDivision", false);
this->zeroInitWorkgroupMemory = config.getOption<bool>("d3d11.zeroInitWorkgroupMemory", false);

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@ -12,13 +12,6 @@ namespace dxvk {
struct D3D11Options {
D3D11Options(const Config& config, const Rc<DxvkDevice>& device);
/// Handle D3D11_MAP_FLAG_DO_NOT_WAIT properly.
///
/// This can offer substantial speedups, but some games
/// (The Witcher 3, Elder Scrolls Online, possibly others)
/// seem to make incorrect assumptions about when a map
/// operation succeeds when that flag is set.
bool allowMapFlagNoWait;
/// Enables speed hack for mapping on deferred contexts
///