#include "dxso_options.h" namespace dxvk { DxsoOptions::DxsoOptions() {} DxsoOptions::DxsoOptions(const Rc& device, const D3D9Options& options) { const Rc adapter = device->adapter(); const DxvkDeviceFeatures& devFeatures = device->features(); const DxvkDeviceInfo& devInfo = adapter->devicePropertiesExt(); useDemoteToHelperInvocation = (devFeatures.extShaderDemoteToHelperInvocation.shaderDemoteToHelperInvocation); useSubgroupOpsForEarlyDiscard = (devInfo.coreSubgroup.subgroupSize >= 4) && (devInfo.coreSubgroup.supportedStages & VK_SHADER_STAGE_FRAGMENT_BIT) && (devInfo.coreSubgroup.supportedOperations & VK_SUBGROUP_FEATURE_BALLOT_BIT); // Disable early discard on RADV (with LLVM) due to GPU hangs // Disable early discard on Nvidia because it may hurt performance bool isRadvAco = std::string(devInfo.core.properties.deviceName).find("RADV/ACO") != std::string::npos; if ((adapter->matchesDriver(DxvkGpuVendor::Amd, VK_DRIVER_ID_MESA_RADV_KHR, 0, 0) && !isRadvAco) || (adapter->matchesDriver(DxvkGpuVendor::Nvidia, VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR, 0, 0))) useSubgroupOpsForEarlyDiscard = false; // Apply shader-related options applyTristate(useSubgroupOpsForEarlyDiscard, device->config().useEarlyDiscard); strictConstantCopies = options.strictConstantCopies; strictPow = options.strictPow; d3d9FloatEmulation = options.d3d9FloatEmulation; shaderModel = options.shaderModel; invariantPosition = options.invariantPosition; } }