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mirror of https://github.com/doitsujin/dxvk.git synced 2025-03-14 22:29:15 +01:00

[meta] Add some missing documentation to dxvk.conf

This commit is contained in:
Philip Rebohle 2025-03-04 21:49:08 +01:00
parent 3cf453160c
commit d04fe1cdc0

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