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mirror of https://github.com/doitsujin/dxvk.git synced 2025-03-15 07:29:17 +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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@ -247,22 +247,24 @@
# Enables relaxed pipeline barriers around UAV writes.
#
# This may improve performance in some games, but may also introduce
# rendering issues. Please don't report bugs with the option enabled.
# Ignores write-after-write hazards in compute shaders, and all UAV
# 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
# 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
# rendering issues. Please don't report bugs with the option enabled.
# Similar to the relaxedBarriers option, except it does not apply to
# compute UAVs. Please do not report bugs with this option enabled.
#
# Supported values: True, False
# d3d11.ignoreGraphicsBarriers = False
# d3d11.relaxedGraphicsBarriers = False
# Overrides anisotropic filtering for all samplers. Set this to a positive
@ -330,6 +332,26 @@
# 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
# 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.