1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2024-11-29 01:24:11 +01:00

[d3d11] Remove d3d11.maxImplicitDiscardSize option

This commit is contained in:
Philip Rebohle 2024-10-30 16:39:47 +01:00
parent f9bb8f0ad5
commit d4f25c81be
6 changed files with 0 additions and 20 deletions

View File

@ -276,14 +276,6 @@
# dxvk.zeroMappedMemory = False
# Resource size limit for implicit discards, in kilobytes. For small staging
# resources mapped with MAP_WRITE, DXVK will sometimes allocate new backing
# storage in order to avoid GPU synchronization, so setting this too high
# may cause memory issues, setting it to -1 disables the feature.
# d3d11.maxImplicitDiscardSize = 256
# 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

View File

@ -17,7 +17,6 @@ namespace dxvk {
const Rc<DxvkDevice>& Device)
: D3D11CommonContext<D3D11ImmediateContext>(pParent, Device, 0, DxvkCsChunkFlag::SingleUse),
m_csThread(Device, Device->createContext()),
m_maxImplicitDiscardSize(pParent->GetOptions()->maxImplicitDiscardSize),
m_submissionFence(new sync::CallbackFence()),
m_flushTracker(pParent->GetOptions()->reproducibleCommandStream),
m_stagingBufferFence(new sync::Fence(0)),

View File

@ -117,8 +117,6 @@ namespace dxvk {
uint32_t m_mappedImageCount = 0u;
VkDeviceSize m_maxImplicitDiscardSize = 0ull;
Rc<sync::CallbackFence> m_submissionFence;
uint64_t m_submissionId = 0ull;
DxvkSubmitStatus m_submitStatus;

View File

@ -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 maxImplicitDiscardSize = config.getOption<int32_t>("d3d11.maxImplicitDiscardSize", 256);
this->maxImplicitDiscardSize = maxImplicitDiscardSize >= 0
? VkDeviceSize(maxImplicitDiscardSize) << 10
: VkDeviceSize(~0ull);
int32_t maxDynamicImageBufferSize = config.getOption<int32_t>("d3d11.maxDynamicImageBufferSize", -1);
this->maxDynamicImageBufferSize = maxDynamicImageBufferSize >= 0
? VkDeviceSize(maxDynamicImageBufferSize) << 10

View File

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

View File

@ -101,7 +101,6 @@ namespace dxvk {
* set of resources multiple times per frame. */
{ R"(\\QuantumBreak\.exe$)", {{
{ "d3d11.zeroInitWorkgroupMemory", "True" },
{ "d3d11.maxImplicitDiscardSize", "-1" },
}} },
/* Anno 2205: Random crashes with state cache */
{ R"(\\anno2205\.exe$)", {{