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[meta] Add some missing documentation to dxvk.conf
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dxvk.conf
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dxvk.conf
@ -246,23 +246,25 @@
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# Enables relaxed pipeline barriers around UAV writes.
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# Enables relaxed pipeline barriers around UAV writes.
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#
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#
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# This may improve performance in some games, but may also introduce
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# Ignores write-after-write hazards in compute shaders, and all UAV
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# rendering issues. Please don't report bugs with the option enabled.
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# hazards in graphics shaders. This may improve performance in some
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# games, but may also introduce rendering issues. Please don't report
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# bugs with the option enabled.
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#
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#
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# Supported values: True, False
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# Supported values: True, False
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# d3d11.relaxedBarriers = False
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# d3d11.relaxedBarriers = False
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# Ignores barriers around UAV writes from fragment shaders.
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# Enables relaxed UAV pipeline barriers in graphics shaders only.
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#
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#
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# This may improve performance in some games, but may also introduce
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# Similar to the relaxedBarriers option, except it does not apply to
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# rendering issues. Please don't report bugs with the option enabled.
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# compute UAVs. Please do not report bugs with this option enabled.
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#
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#
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# Supported values: True, False
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# Supported values: True, False
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# d3d11.ignoreGraphicsBarriers = False
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# d3d11.relaxedGraphicsBarriers = False
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# Overrides anisotropic filtering for all samplers. Set this to a positive
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# Overrides anisotropic filtering for all samplers. Set this to a positive
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@ -330,6 +332,26 @@
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# d3d11.zeroWorkgroupMemory = False
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# d3d11.zeroWorkgroupMemory = False
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# Forces insertion of memory barriers after writes to group-shared memory in
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# compute shaders. This is only intended to be used as a workaround for games
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# that don't properly synchronize access to groupshard variables, and may have
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# a negative performance impact as it prevents compiler optimizations.
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#
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# Supported values: True, False
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# d3d11.forceVolatileTgsmAccess = False
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# Forces insertion of full memory and control barriers after accessing any
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# read-write UAV inside compute shaders. This is only intended to be used as
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# a workaround for games that do not synchronize access to coherent UAVs,
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# and will likely have a negative performance impact.
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#
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# Supported values: True, False
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# d3d11.forceComputeUavBarriers = False
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# Clears mapped memory to zero when suballocated memory is freed. This will
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# Clears mapped memory to zero when suballocated memory is freed. This will
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# drastically increase CPU overhead and should only be used as a last resort
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# drastically increase CPU overhead and should only be used as a last resort
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# if a game does not properly initialize mapped buffers on its own.
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# if a game does not properly initialize mapped buffers on its own.
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