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87 lines
2.7 KiB
C++
87 lines
2.7 KiB
C++
#pragma once
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#include "../util/config/config.h"
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#include "../dxgi/dxgi_options.h"
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#include "../dxvk/dxvk_device.h"
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#include "d3d11_include.h"
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namespace dxvk {
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struct D3D11Options {
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D3D11Options(const Config& config, const Rc<DxvkDevice>& device);
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/// Handle D3D11_MAP_FLAG_DO_NOT_WAIT properly.
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///
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/// This can offer substantial speedups, but some games
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/// (The Witcher 3, Elder Scrolls Online, possibly others)
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/// seem to make incorrect assumptions about when a map
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/// operation succeeds when that flag is set.
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bool allowMapFlagNoWait;
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/// Enables speed hack for mapping on deferred contexts
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///
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/// This can substantially speed up some games, but may
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/// cause issues if the game submits command lists more
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/// than once.
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bool dcSingleUseMode;
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/// Enables sm4-compliant division-by-zero behaviour
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/// Windows drivers don't normally do this, but some
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/// games may expect correct behaviour.
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bool strictDivision;
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/// Enables out-of-bounds access check for constant
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/// buffers. Workaround for a few broken games that
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/// access random data inside their shaders.
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bool constantBufferRangeCheck;
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/// Zero-initialize workgroup memory
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///
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/// Workargound for games that don't initialize
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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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/// control shaders. Values from 8 to 64 are
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/// supported, other values will be ignored.
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int32_t maxTessFactor;
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/// Anisotropic filter override
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///
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/// Enforces anisotropic filtering with the
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/// given anisotropy value for all samplers.
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int32_t samplerAnisotropy;
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/// Back buffer count for the Vulkan swap chain.
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/// Overrides DXGI_SWAP_CHAIN_DESC::BufferCount.
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int32_t numBackBuffers;
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/// Sync interval. Overrides the value
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/// passed to IDXGISwapChain::Present.
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int32_t syncInterval;
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/// Override maximum frame latency if the app specifies
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/// a higher value. May help with frame timing issues.
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int32_t maxFrameLatency;
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/// Defer surface creation until first present call. This
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/// fixes issues with games that create multiple swap chains
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/// for a single window that may interfere with each other.
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bool deferSurfaceCreation;
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/// Apitrace mode: Maps all buffers in cached memory.
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/// Enabled automatically if dxgitrace.dll is attached.
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bool apitraceMode;
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};
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} |