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[d3d11] Add option to disable write-after-write barriers
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@ -13,8 +13,14 @@ namespace dxvk {
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const Rc<DxvkDevice>& Device)
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: D3D11DeviceContext(pParent, Device, DxvkCsChunkFlag::SingleUse),
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m_csThread(Device->createContext()) {
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EmitCs([cDevice = m_device] (DxvkContext* ctx) {
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EmitCs([
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cDevice = m_device,
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cRelaxedBarriers = pParent->GetOptions()->relaxedBarriers
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] (DxvkContext* ctx) {
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ctx->beginRecording(cDevice->createCommandList());
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if (cRelaxedBarriers)
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ctx->setBarrierControl(DxvkBarrierControl::IgnoreWriteAfterWrite);
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});
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ClearState();
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@ -9,6 +9,7 @@ namespace dxvk {
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this->dcSingleUseMode = config.getOption<bool>("d3d11.dcSingleUseMode", true);
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this->strictDivision = config.getOption<bool>("d3d11.strictDivision", false);
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this->zeroInitWorkgroupMemory = config.getOption<bool>("d3d11.zeroInitWorkgroupMemory", false);
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this->relaxedBarriers = config.getOption<bool>("d3d11.relaxedBarriers", false);
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this->maxTessFactor = config.getOption<int32_t>("d3d11.maxTessFactor", 0);
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this->samplerAnisotropy = config.getOption<int32_t>("d3d11.samplerAnisotropy", -1);
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this->deferSurfaceCreation = config.getOption<bool>("dxgi.deferSurfaceCreation", false);
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@ -36,6 +36,12 @@ namespace dxvk {
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/// TGSM in compute shaders before reading it.
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bool zeroInitWorkgroupMemory;
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/// Use relaxed memory barriers
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///
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/// May improve performance in some games,
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/// but might also cause rendering issues.
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bool relaxedBarriers;
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/// Maximum tessellation factor.
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///
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/// Limits tessellation factors in tessellation
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