mirror of
https://github.com/doitsujin/dxvk.git
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131 lines
5.0 KiB
C++
131 lines
5.0 KiB
C++
#include "dxgi_options.h"
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#include <unordered_map>
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namespace dxvk {
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static int32_t parsePciId(const std::string& str) {
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if (str.size() != 4)
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return -1;
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int32_t id = 0;
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for (size_t i = 0; i < str.size(); i++) {
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id *= 16;
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if (str[i] >= '0' && str[i] <= '9')
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id += str[i] - '0';
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else if (str[i] >= 'A' && str[i] <= 'F')
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id += str[i] - 'A' + 10;
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else if (str[i] >= 'a' && str[i] <= 'f')
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id += str[i] - 'a' + 10;
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else
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return -1;
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}
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return id;
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}
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/* First generation XeSS causes crash on proton for Intel due to missing
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* Intel interface. Avoid crash by pretending to be non-Intel if the
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* libxess.dll module is loaded by an application.
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*/
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static bool isXessUsed() {
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#ifdef _WIN32
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if (GetModuleHandleA("libxess") != nullptr ||
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GetModuleHandleA("libxess_dx11") != nullptr)
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return true;
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else
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return false;
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#else
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return false;
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#endif
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}
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static bool isNvapiEnabled() {
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return env::getEnvVar("DXVK_ENABLE_NVAPI") == "1";
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}
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static bool isHDRDisallowed(bool enableUe4Workarounds) {
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#ifdef _WIN32
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// Unreal Engine 4 titles use AGS/NVAPI to try and enable
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// HDR globally.
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// The game checks IDXGIOutput::GetDesc1's ColorSpace
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// being HDR10 to see if it should enable HDR.
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// Many of these UE4 games statically link against AGS.
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//
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// This is a problem as when UE4 tries to enable HDR via AGS,
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// it does not check if AGSContext, and the display info etc
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// are nullptr unlike the rest of the code using AGS.
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// So we need to special-case UE4 titles to disable reporting a HDR
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// when they are in DX11 mode.
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//
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// The simplest way to do this is to key off the fact that all
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// UE4 titles have an executable ending with "-Win64-Shipping".
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//
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// We check if d3d12.dll is present, to determine what path in
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// UE4 we are on, as there are some games that ship both and support HDR.
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// (eg. The Dark Pictures: House of Ashes, 1281590)
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// Luckily for us, they only load d3d12.dll on the D3D12 render path
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// so we can key off that to force disable HDR only in D3D11.
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std::string exeName = env::getExeName();
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bool isUE4 = enableUe4Workarounds || exeName.find("-Win64-Shipping") != std::string::npos;
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bool hasD3D12 = GetModuleHandleA("d3d12") != nullptr;
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if (isUE4 && !hasD3D12 && !isNvapiEnabled())
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return true;
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#endif
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return false;
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}
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DxgiOptions::DxgiOptions(const Config& config) {
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// Fetch these as a string representing a hexadecimal number and parse it.
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this->customVendorId = parsePciId(config.getOption<std::string>("dxgi.customVendorId"));
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this->customDeviceId = parsePciId(config.getOption<std::string>("dxgi.customDeviceId"));
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this->customDeviceDesc = config.getOption<std::string>("dxgi.customDeviceDesc", "");
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// Interpret the memory limits as Megabytes
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this->maxDeviceMemory = VkDeviceSize(config.getOption<int32_t>("dxgi.maxDeviceMemory", 0)) << 20;
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this->maxSharedMemory = VkDeviceSize(config.getOption<int32_t>("dxgi.maxSharedMemory", 0)) << 20;
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this->maxFrameRate = config.getOption<int32_t>("dxgi.maxFrameRate", 0);
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this->syncInterval = config.getOption<int32_t>("dxgi.syncInterval", -1);
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// We don't support dcomp swapchains and some games may rely on them failing on creation
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this->enableDummyCompositionSwapchain = config.getOption<bool>("dxgi.enableDummyCompositionSwapchain", false);
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// Expose Nvidia GPUs properly if NvAPI is enabled in environment
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this->hideNvidiaGpu = !isNvapiEnabled();
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applyTristate(this->hideNvidiaGpu, config.getOption<Tristate>("dxgi.hideNvidiaGpu", Tristate::Auto));
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// Treat NVK adapters the same as Nvidia cards on the proprietary by
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// default, but provide an override in case something isn't working.
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this->hideNvkGpu = this->hideNvidiaGpu;
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applyTristate(this->hideNvkGpu, config.getOption<Tristate>("dxgi.hideNvkGpu", Tristate::Auto));
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// Expose AMD and Intel GPU by default, unless a config override is active.
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// Implement as a tristate so that we have the option to introduce similar
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// logic to Nvidia later, if necessary.
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this->hideAmdGpu = config.getOption<Tristate>("dxgi.hideAmdGpu", Tristate::Auto) == Tristate::True;
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this->hideIntelGpu = config.getOption<Tristate>("dxgi.hideIntelGpu", Tristate::Auto) == Tristate::True;
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/* Force vendor ID to non-Intel ID when XeSS is in use */
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if (isXessUsed()) {
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Logger::info(str::format("Detected XeSS usage, hiding Intel GPU Vendor"));
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this->hideIntelGpu = true;
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}
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this->enableHDR = config.getOption<bool>("dxgi.enableHDR", env::getEnvVar("DXVK_HDR") == "1");
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bool enableUe4Workarounds = config.getOption<bool>("dxgi.enableUe4Workarounds", false);
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if (this->enableHDR && isHDRDisallowed(enableUe4Workarounds)) {
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Logger::info("HDR was configured to be enabled, but has been force disabled as a UE4 DX11 game was detected.");
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this->enableHDR = false;
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}
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}
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}
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