mirror of
https://github.com/doitsujin/dxvk.git
synced 2025-02-02 02:52:11 +01:00
949 lines
31 KiB
C++
949 lines
31 KiB
C++
#include <array>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <regex>
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#include <utility>
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#include "config.h"
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#include "../log/log.h"
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#include "../util_env.h"
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namespace dxvk {
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const static std::vector<std::pair<const char*, Config>> g_appDefaults = {{
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/* Assassin's Creed Syndicate: amdags issues */
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{ R"(\\ACS\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* Dissidia Final Fantasy NT Free Edition */
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{ R"(\\dffnt\.exe$)", {{
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{ "dxgi.deferSurfaceCreation", "True" },
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}} },
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/* Elite Dangerous: Compiles weird shaders *
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* when running on AMD hardware */
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{ R"(\\EliteDangerous64\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* The Vanishing of Ethan Carter Redux */
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{ R"(\\EthanCarter-Win64-Shipping\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* EVE Online: Needs this to expose D3D12 *
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* otherwise D3D12 option on launcher is *
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* greyed out */
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{ R"(\\evelauncher\.exe$)", {{
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{ "d3d11.maxFeatureLevel", "12_1" },
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}} },
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/* The Evil Within: Submits command lists *
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* multiple times */
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{ R"(\\EvilWithin(Demo)?\.exe$)", {{
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{ "d3d11.dcSingleUseMode", "False" },
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{ "d3d11.cachedDynamicResources", "vi" },
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}} },
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/* Far Cry 3: Assumes clear(0.5) on an UNORM *
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* format to result in 128 on AMD and 127 on *
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* Nvidia. We assume that the Vulkan drivers *
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* match the clear behaviour of D3D11. */
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{ R"(\\(farcry3|fc3_blooddragon)_d3d11\.exe$)", {{
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{ "dxgi.nvapiHack", "False" },
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}} },
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/* Far Cry 4: Same as Far Cry 3 */
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{ R"(\\FarCry4\.exe$)", {{
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{ "dxgi.nvapiHack", "False" },
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}} },
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/* Frostpunk: Renders one frame with D3D9 *
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* after creating the DXGI swap chain */
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{ R"(\\Frostpunk\.exe$)", {{
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{ "dxgi.deferSurfaceCreation", "True" },
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{ "d3d11.cachedDynamicResources", "c" },
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}} },
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/* Nioh: See Frostpunk, apparently? */
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{ R"(\\nioh\.exe$)", {{
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{ "dxgi.deferSurfaceCreation", "True" },
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}} },
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/* Quantum Break: Mever initializes shared *
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* memory in one of its compute shaders. *
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* Also loves using MAP_WRITE on the same *
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* set of resources multiple times per frame. */
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{ R"(\\QuantumBreak\.exe$)", {{
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{ "d3d11.zeroInitWorkgroupMemory", "True" },
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{ "d3d11.maxImplicitDiscardSize", "-1" },
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}} },
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/* Anno 2205: Random crashes with state cache */
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{ R"(\\anno2205\.exe$)", {{
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{ "dxvk.enableStateCache", "False" },
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}} },
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/* Anno 1800: Poor performance without this */
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{ R"(\\Anno1800\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "c" },
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}} },
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/* Fifa '19+: Binds typed buffer SRV to shader *
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* that expects raw/structured buffer SRV */
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{ R"(\\FIFA(19|[2-9][0-9])(_demo)?\.exe$)", {{
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{ "dxvk.useRawSsbo", "True" },
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}} },
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/* Resident Evil 2/3: Ignore WaW hazards */
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{ R"(\\re(2|3|3demo)\.exe$)", {{
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{ "d3d11.relaxedBarriers", "True" },
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}} },
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/* Devil May Cry 5 */
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{ R"(\\DevilMayCry5\.exe$)", {{
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{ "d3d11.relaxedBarriers", "True" },
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}} },
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/* Call of Duty WW2 */
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{ R"(\\s2_sp64_ship\.exe$)", {{
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{ "dxgi.nvapiHack", "False" },
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}} },
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/* Need for Speed 2015 */
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{ R"(\\NFS16\.exe$)", {{
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{ "dxgi.nvapiHack", "False" },
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}} },
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/* Mass Effect Andromeda */
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{ R"(\\MassEffectAndromeda\.exe$)", {{
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{ "dxgi.nvapiHack", "False" },
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}} },
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/* Mirror`s Edge Catalyst: Crashes on AMD */
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{ R"(\\MirrorsEdgeCatalyst(Trial)?\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* Star Wars Battlefront (2015) */
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{ R"(\\starwarsbattlefront(trial)?\.exe$)", {{
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{ "dxgi.nvapiHack", "False" },
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}} },
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/* NieR Replicant */
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{ R"(\\NieR Replicant ver\.1\.22474487139\.exe)", {{
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{ "dxgi.syncInterval", "1" },
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{ "dxgi.maxFrameRate", "60" },
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{ "d3d11.cachedDynamicResources", "vi" },
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}} },
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/* SteamVR performance test */
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{ R"(\\vr\.exe$)", {{
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{ "d3d11.dcSingleUseMode", "False" },
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}} },
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/* Hitman 2 and 3 - requires AGS library */
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{ R"(\\HITMAN(2|3)\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* Modern Warfare Remastered */
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{ R"(\\h1_[ms]p64_ship\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* Crysis 3 - slower if it notices AMD card *
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* Apitrace mode helps massively in cpu bound *
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* game parts */
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{ R"(\\Crysis3\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Crysis 3 Remastered *
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* Apitrace mode helps massively in cpu bound *
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* game parts */
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{ R"(\\Crysis3Remastered\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Atelier series - games try to render video *
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* with a D3D9 swap chain over the DXGI swap *
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* chain, which breaks D3D11 presentation */
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{ R"(\\Atelier_(Ayesha|Escha_and_Logy|Shallie)(_EN)?\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* Atelier Firis */
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{ R"(\\A18\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* Atelier Rorona/Totori/Meruru */
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{ R"(\\A(11R|12V|13V)_x64_Release(_en)?\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* Just how many of these games are there? */
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{ R"(\\Atelier_(Lulua|Lydie_and_Suelle|Ryza(_2)?|Sophie_2)\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* ... */
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{ R"(\\Atelier_(Lydie_and_Suelle|Firis|Sophie)_DX\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* Fairy Tail */
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{ R"(\\FAIRY_TAIL\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* Nights of Azure */
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{ R"(\\CNN\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* Star Wars Battlefront II: amdags issues */
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{ R"(\\starwarsbattlefrontii\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* F1 games - do not synchronize TGSM access *
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* in a compute shader, causing artifacts */
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{ R"(\\F1_20(1[89]|[2-9][0-9])\.exe$)", {{
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{ "d3d11.forceVolatileTgsmAccess", "True" },
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}} },
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/* Darksiders Warmastered - apparently reads *
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* from write-only mapped buffers */
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{ R"(\\darksiders1\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Monster Hunter World */
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{ R"(\\MonsterHunterWorld\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Kingdome Come: Deliverance */
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{ R"(\\KingdomCome\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Homefront: The Revolution */
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{ R"(\\Homefront2_Release\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Sniper Ghost Warrior Contracts */
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{ R"(\\SGWContracts\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Armored Warfare */
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{ R"(\\armoredwarfare\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "c" },
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}} },
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/* Shadow of the Tomb Raider - invariant *
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* position breaks character rendering on NV */
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{ R"(\\SOTTR\.exe$)", {{
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{ "d3d11.invariantPosition", "False" },
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{ "d3d11.floatControls", "False" },
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}} },
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/* Nioh 2 */
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{ R"(\\nioh2\.exe$)", {{
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{ "dxgi.deferSurfaceCreation", "True" },
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}} },
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/* DIRT 5 - uses amd_ags_x64.dll when it *
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* detects an AMD GPU */
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{ R"(\\DIRT5\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* Crazy Machines 3 - crashes on long device *
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* descriptions */
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{ R"(\\cm3\.exe$)", {{
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{ "dxgi.customDeviceDesc", "DXVK Adapter" },
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}} },
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/* World of Final Fantasy: Broken and useless *
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* use of 4x MSAA throughout the renderer */
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{ R"(\\WOFF\.exe$)", {{
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{ "d3d11.disableMsaa", "True" },
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}} },
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/* Mary Skelter 2 - Broken MSAA */
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{ R"(\\MarySkelter2\.exe$)", {{
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{ "d3d11.disableMsaa", "True" },
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}} },
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/* Final Fantasy XIV: Uses lots of HVV and *
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* also reads some uncached memory. */
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{ R"(\\ffxiv_dx11\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "vi" },
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}} },
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/* Final Fantasy XV: VXAO does thousands of *
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* draw calls with the same UAV bound */
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{ R"(\\ffxv_s\.exe$)", {{
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{ "d3d11.ignoreGraphicsBarriers", "True" },
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}} },
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/* God of War - relies on NVAPI/AMDAGS for *
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* barrier stuff, needs nvapi for DLSS */
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{ R"(\\GoW\.exe$)", {{
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{ "d3d11.ignoreGraphicsBarriers", "True" },
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{ "d3d11.relaxedBarriers", "True" },
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{ "dxgi.nvapiHack", "False" },
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{ "dxgi.maxFrameLatency", "1" },
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}} },
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/* AoE 2 DE - runs poorly for some users */
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{ R"(\\AoE2DE_s\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Total War: Warhammer III */
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{ R"(\\Warhammer3\.exe$)", {{
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{ "d3d11.maxDynamicImageBufferSize", "4096" },
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}} },
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/* Assassin's Creed 3 and 4 */
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{ R"(\\ac(3|4bf)[sm]p\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "a" },
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}} },
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/* Stranger of Paradise - FF Origin */
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{ R"(\\SOPFFO\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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/* Small Radios Big Televisions */
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}} },
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{ R"(\\SRBT\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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}} },
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/* A Way Out: fix for stuttering and low fps */
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{ R"(\\AWayOut(_friend)?\.exe$)", {{
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{ "dxgi.maxFrameLatency", "1" },
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}} },
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/* Garden Warfare 2
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Won't start on amd Id without atiadlxx */
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{ R"(\\GW2.Main_Win64_Retail\.exe$)", {{
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{ "dxgi.customVendorId", "10de" },
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}} },
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/* DayZ */
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{ R"(\\DayZ_x64\.exe$)", {{
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{ "d3d11.cachedDynamicResources", "cr" },
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}} },
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/* Stray - writes to the same UAV every draw, *
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* presumably for culling, which doesn't play *
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* nicely with D3D11 without vendor libraries */
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{ R"(\\Stray-Win64-Shipping\.exe$)", {{
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{ "d3d11.ignoreGraphicsBarriers", "True" },
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}} },
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/* Metal Gear Solid V: Ground Zeroes *
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* Texture quality can break at high vram */
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{ R"(\\MgsGroundZeroes\.exe$)", {{
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{ "dxgi.maxDeviceMemory", "4095" },
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}} },
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/**********************************************/
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/* D3D9 GAMES */
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/**********************************************/
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/* A Hat in Time */
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{ R"(\\HatinTimeGame\.exe$)", {{
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{ "d3d9.strictPow", "False" },
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{ "d3d9.lenientClear", "True" },
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}} },
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/* Anarchy Online */
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{ R"(\\anarchyonline\.exe$)", {{
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{ "d3d9.memoryTrackTest", "True" },
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}} },
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/* Borderlands 2 and The Pre Sequel! */
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{ R"(\\Borderlands(2|PreSequel)\.exe$)", {{
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{ "d3d9.lenientClear", "True" },
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{ "d3d9.supportDFFormats", "False" },
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}} },
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/* Borderlands */
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{ R"(\\Borderlands\.exe$)", {{
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{ "d3d9.lenientClear", "True" },
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}} },
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/* Gothic 3 */
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{ R"(\\Gothic(3|3Final| III Forsaken Gods)\.exe$)", {{
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{ "d3d9.supportDFFormats", "False" },
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}} },
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/* Sonic Adventure 2 */
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{ R"(\\Sonic Adventure 2\\(launcher|sonic2app)\.exe$)", {{
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{ "d3d9.floatEmulation", "Strict" },
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{ "d3d9.maxFrameRate", "60" },
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}} },
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/* The Sims 2,
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Body Shop,
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The Sims Life Stories,
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The Sims Pet Stories,
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and The Sims Castaway Stories */
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{ R"(\\(Sims2.*|TS2BodyShop|SimsLS|SimsPS|SimsCS)\.exe$)", {{
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{ "d3d9.customVendorId", "10de" },
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{ "d3d9.customDeviceId", "0091" },
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{ "d3d9.customDeviceDesc", "GeForce 7800 GTX" },
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{ "d3d9.disableA8RT", "True" },
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{ "d3d9.supportX4R4G4B4", "False" },
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{ "d3d9.maxAvailableMemory", "2048" },
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{ "d3d9.memoryTrackTest", "True" },
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}} },
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/* Dead Space uses the a NULL render target instead
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of a 1x1 one if DF24 is NOT supported
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Mouse and physics issues above 60 FPS
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Built-in Vsync Locks the game to 30 FPS */
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{ R"(\\Dead Space\.exe$)", {{
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{ "d3d9.supportDFFormats", "False" },
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{ "d3d9.maxFrameRate", "60" },
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{ "d3d9.presentInterval", "1" },
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}} },
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/* Halo CE/HaloPC */
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{ R"(\\halo(ce)?\.exe$)", {{
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// Game enables minor decal layering fixes
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// specifically when it detects AMD.
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// Avoids chip being detected as unsupported
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// when on intel. Avoids possible path towards
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// invalid texture addressing methods.
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{ "d3d9.customVendorId", "1002" },
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// Avoids card not recognized error.
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// Keeps game's rendering methods consistent
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// for optimal compatibility.
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{ "d3d9.customDeviceId", "4172" },
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// The game uses incorrect sampler types in
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// the shaders for glass rendering which
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// breaks it on native + us if we don't
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// spec-constantly chose the sampler type
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// automagically.
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{ "d3d9.forceSamplerTypeSpecConstants", "True" },
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}} },
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/* Counter Strike: Global Offensive
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Needs NVAPI to avoid a forced AO + Smoke
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exploit so we must force AMD vendor ID. */
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{ R"(\\csgo\.exe$)", {{
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{ "d3d9.customVendorId", "1002" },
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}} },
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/* Vampire - The Masquerade Bloodlines */
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{ R"(\\vampire\.exe$)", {{
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{ "d3d9.deferSurfaceCreation", "True" },
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{ "d3d9.memoryTrackTest", "True" },
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{ "d3d9.maxAvailableMemory", "1024" },
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}} },
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/* Senran Kagura Shinovi Versus */
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{ R"(\\SKShinoviVersus\.exe$)", {{
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{ "d3d9.forceAspectRatio", "16:9" },
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}} },
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/* Metal Slug X */
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{ R"(\\mslugx\.exe$)", {{
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{ "d3d9.supportD32", "False" },
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}} },
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/* Skyrim (NVAPI) */
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{ R"(\\TESV\.exe$)", {{
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{ "d3d9.customVendorId", "1002" },
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}} },
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/* Hyperdimension Neptunia U: Action Unleashed */
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{ R"(\\Neptunia\.exe$)", {{
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{ "d3d9.forceAspectRatio", "16:9" },
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}} },
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/* D&D - The Temple Of Elemental Evil */
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{ R"(\\ToEE\.exe$)", {{
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{ "d3d9.allowDiscard", "False" },
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}} },
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/* ZUSI 3 - Aerosoft Edition */
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{ R"(\\ZusiSim\.exe$)", {{
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{ "d3d9.noExplicitFrontBuffer", "True" },
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}} },
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/* GTA IV (NVAPI) */
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/* Also thinks we're always on Intel *
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* and will report/use bad amounts of VRAM.
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* Disabling support for DF texture formats
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* makes the game use a better looking render
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* path for mirrors */
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{ R"(\\(GTAIV|EFLC)\.exe$)", {{
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{ "d3d9.customVendorId", "1002" },
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{ "dxgi.emulateUMA", "True" },
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{ "d3d9.supportDFFormats", "False" },
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}} },
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/* Battlefield 2 (bad z-pass) */
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{ R"(\\BF2\.exe$)", {{
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{ "d3d9.longMad", "True" },
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}} },
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/* SpellForce 2 Series */
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{ R"(\\SpellForce2.*\.exe$)", {{
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{ "d3d9.forceSamplerTypeSpecConstants", "True" },
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}} },
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/* Tomb Raider: Legend */
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{ R"(\\trl\.exe$)", {{
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{ "d3d9.apitraceMode", "True" },
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}} },
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/* Everquest */
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{ R"(\\eqgame\.exe$)", {{
|
|
{ "d3d9.apitraceMode", "True" },
|
|
}} },
|
|
/* Dark Messiah of Might & Magic */
|
|
{ R"(\\mm\.exe$)", {{
|
|
{ "d3d9.deferSurfaceCreation", "True" },
|
|
{ "d3d9.memoryTrackTest", "True" },
|
|
}} },
|
|
/* Mafia 2 */
|
|
{ R"(\\mafia2\.exe$)", {{
|
|
{ "d3d9.customVendorId", "10de" },
|
|
{ "d3d9.customDeviceId", "0402" },
|
|
}} },
|
|
/* Warhammer: Online */
|
|
{ R"(\\WAR(-64)?\.exe$)", {{
|
|
{ "d3d9.customVendorId", "1002" },
|
|
}} },
|
|
/* Dragon Nest */
|
|
{ R"(\\DragonNest_x64\.exe$)", {{
|
|
{ "d3d9.memoryTrackTest ", "True" },
|
|
}} },
|
|
/* Dal Segno */
|
|
{ R"(\\DST\.exe$)", {{
|
|
{ "d3d9.deferSurfaceCreation", "True" },
|
|
}} },
|
|
/* Kohan II */
|
|
{ R"(\\k2\.exe$)", {{
|
|
{ "d3d9.memoryTrackTest", "True" },
|
|
}} },
|
|
/* Ninja Gaiden Sigma 1/2 */
|
|
{ R"(\\NINJA GAIDEN SIGMA(2)?\.exe$)", {{
|
|
{ "d3d9.deferSurfaceCreation", "True" },
|
|
}} },
|
|
/* Demon Stone breaks at frame rates > 60fps */
|
|
{ R"(\\Demonstone\.exe$)", {{
|
|
{ "d3d9.maxFrameRate", "60" },
|
|
}} },
|
|
/* Far Cry 1 has worse water rendering when it detects AMD GPUs */
|
|
{ R"(\\FarCry\.exe$)", {{
|
|
{ "d3d9.customVendorId", "10de" },
|
|
}} },
|
|
/* Earth Defense Force 5 */
|
|
{ R"(\\EDF5\.exe$)", {{
|
|
{ "dxgi.tearFree", "False" },
|
|
{ "dxgi.syncInterval", "1" },
|
|
}} },
|
|
/* Sine Mora EX */
|
|
{ R"(\\SineMoraEX\.exe$)", {{
|
|
{ "d3d9.maxFrameRate", "60" },
|
|
}} },
|
|
/* Fantasy Grounds */
|
|
{ R"(\\FantasyGrounds\.exe$)", {{
|
|
{ "d3d9.noExplicitFrontBuffer", "True" },
|
|
}} },
|
|
/* Red Orchestra 2 */
|
|
{ R"(\\ROGame\.exe$)", {{
|
|
{ "d3d9.floatEmulation", "Strict" },
|
|
}} },
|
|
/* Dark Souls II */
|
|
{ R"(\\DarkSoulsII\.exe$)", {{
|
|
{ "d3d9.floatEmulation", "Strict" },
|
|
}} },
|
|
/* Dogfight 1942 */
|
|
{ R"(\\Dogfight1942\.exe$)", {{
|
|
{ "d3d9.floatEmulation", "Strict" },
|
|
}} },
|
|
/* Bayonetta */
|
|
{ R"(\\Bayonetta\.exe$)", {{
|
|
{ "d3d9.floatEmulation", "Strict" },
|
|
}} },
|
|
/* Rayman Origins */
|
|
{ R"(\\Rayman Origins\.exe$)", {{
|
|
{ "d3d9.floatEmulation", "Strict" },
|
|
}} },
|
|
/* Guilty Gear Xrd -Relevator- */
|
|
{ R"(\\GuiltyGearXrd\.exe$)", {{
|
|
{ "d3d9.floatEmulation", "Strict" },
|
|
}} },
|
|
/* Richard Burns Rally */
|
|
{ R"(\\RichardBurnsRally_SSE\.exe$)", {{
|
|
{ "d3d9.floatEmulation", "Strict" },
|
|
}} },
|
|
/* BlazBlue Centralfiction */
|
|
{ R"(\\BBCF\.exe$)", {{
|
|
{ "d3d9.floatEmulation", "Strict" },
|
|
}} },
|
|
/* Resident Evil games using MT Framework */
|
|
{ R"(\\(rerev|re0hd|bhd)\.exe$)", {{
|
|
{ "d3d9.allowDirectBufferMapping", "False" },
|
|
}} },
|
|
/* Limbo */
|
|
{ R"(\\limbo\.exe$)", {{
|
|
{ "d3d9.maxFrameRate", "60" },
|
|
}} },
|
|
/* Warhammer: Return of Reckoning Launcher
|
|
Forcing SM1 fixes a black window otherwise caused by
|
|
the lack of support for partial presentation */
|
|
{ R"(\\RoRLauncher\.exe$)", {{
|
|
{ "d3d9.shaderModel", "1" },
|
|
}} },
|
|
/* Halo CE SPV3 launcher
|
|
Same issue as Warhammer: RoR above */
|
|
{ R"(\\spv3\.exe$)", {{
|
|
{ "d3d9.shaderModel", "1" },
|
|
}} },
|
|
/* Star Wars The Force Unleashed 2 *
|
|
* Black particles because it tries to bind *
|
|
* a 2D texture for a shader that *
|
|
* declares a 3d texture. */
|
|
{ R"(\\SWTFU2\.exe$)", {{
|
|
{ "d3d9.forceSamplerTypeSpecConstants", "True" },
|
|
}} },
|
|
/* Scrapland (Remastered) */
|
|
{ R"(\\Scrap\.exe$)", {{
|
|
{ "d3d9.deferSurfaceCreation", "True" },
|
|
}} },
|
|
/* Majesty 2 (Collection) *
|
|
* Crashes on UMA without a memory limit, *
|
|
* since the game(s) will allocate all *
|
|
* available VRAM on startup. */
|
|
{ R"(\\Majesty2\.exe$)", {{
|
|
{ "d3d9.memoryTrackTest", "True" },
|
|
{ "d3d9.maxAvailableMemory", "2048" },
|
|
}} },
|
|
/* Myst V End of Ages
|
|
Game has white textures on amd radv.
|
|
Expects Nvidia, Intel or ATI VendorId.
|
|
"Radeon" in gpu description also works */
|
|
{ R"(\\eoa\.exe$)", {{
|
|
{ "d3d9.customVendorId", "10de" },
|
|
}} },
|
|
/* Supreme Commander & Forged Alliance Forever */
|
|
{ R"(\\(SupremeCommander|ForgedAlliance)\.exe$)", {{
|
|
{ "d3d9.floatEmulation", "Strict" },
|
|
}} },
|
|
/* Star Wars The Old Republic */
|
|
{ R"(\\swtor\.exe$)", {{
|
|
{ "d3d9.forceSamplerTypeSpecConstants", "True" },
|
|
}} },
|
|
/* Bionic Commando
|
|
Physics break at high fps */
|
|
{ R"(\\bionic_commando\.exe$)", {{
|
|
{ "d3d9.maxFrameRate", "60" },
|
|
}} },
|
|
/* Need For Speed 3 modern patch */
|
|
{ R"(\\nfs3\.exe$)", {{
|
|
{ "d3d9.enableDialogMode", "True" },
|
|
}} },
|
|
/* Beyond Good And Evil *
|
|
* UI breaks at high fps */
|
|
{ R"(\\BGE\.exe$)", {{
|
|
{ "d3d9.maxFrameRate", "60" },
|
|
}} },
|
|
/* King Of Fighters XIII *
|
|
* In-game speed increases on high FPS */
|
|
{ R"(\\kofxiii\.exe$)", {{
|
|
{ "d3d9.maxFrameRate", "60" },
|
|
}} },
|
|
/* YS Origin *
|
|
* Helps very bad frametimes in some areas */
|
|
{ R"(\\yso_win\.exe$)", {{
|
|
{ "d3d9.maxFrameLatency", "1" },
|
|
}} },
|
|
/* Saints Row 2 - Prevents unmap crash */
|
|
{ R"(\\SR2_pc\.exe$)", {{
|
|
{ "d3d9.textureMemory", "0" },
|
|
}} },
|
|
/* Witcher 1: Very long loading times */
|
|
{ R"(\\witcher\.exe$)", {{
|
|
{ "d3d9.apitraceMode", "True" },
|
|
}} },
|
|
/* Guitar Hero World Tour *
|
|
* Very prone to address space crashes */
|
|
{ R"(\\(GHWT|GHWT_Definitive)\.exe$)", {{
|
|
{ "d3d9.textureMemory", "16" },
|
|
{ "d3d9.allowDirectBufferMapping", "False" },
|
|
}} },
|
|
/* Heroes of Annihilated Empires *
|
|
* Has issues with texture rendering and *
|
|
* video memory detection otherwise. */
|
|
{ R"(\\Heroes (o|O)f Annihilated Empires.*\\engine\.exe$)", {{
|
|
{ "d3d9.memoryTrackTest", "True" },
|
|
{ "d3d9.maxAvailableMemory", "2048" },
|
|
}} },
|
|
/* The Ship (2004) */
|
|
{ R"(\\ship\.exe$)", {{
|
|
{ "d3d9.memoryTrackTest", "True" },
|
|
}} },
|
|
/* SiN Episodes Emergence */
|
|
{ R"(\\SinEpisodes\.exe$)", {{
|
|
{ "d3d9.memoryTrackTest", "True" },
|
|
}} },
|
|
}};
|
|
|
|
|
|
static bool isWhitespace(char ch) {
|
|
return ch == ' ' || ch == '\x9' || ch == '\r';
|
|
}
|
|
|
|
|
|
static bool isValidKeyChar(char ch) {
|
|
return (ch >= '0' && ch <= '9')
|
|
|| (ch >= 'A' && ch <= 'Z')
|
|
|| (ch >= 'a' && ch <= 'z')
|
|
|| (ch == '.' || ch == '_');
|
|
}
|
|
|
|
|
|
static size_t skipWhitespace(const std::string& line, size_t n) {
|
|
while (n < line.size() && isWhitespace(line[n]))
|
|
n += 1;
|
|
return n;
|
|
}
|
|
|
|
|
|
struct ConfigContext {
|
|
bool active;
|
|
};
|
|
|
|
|
|
static void parseUserConfigLine(Config& config, ConfigContext& ctx, const std::string& line) {
|
|
std::stringstream key;
|
|
std::stringstream value;
|
|
|
|
// Extract the key
|
|
size_t n = skipWhitespace(line, 0);
|
|
|
|
if (n < line.size() && line[n] == '[') {
|
|
n += 1;
|
|
|
|
size_t e = line.size() - 1;
|
|
while (e > n && line[e] != ']')
|
|
e -= 1;
|
|
|
|
while (n < e)
|
|
key << line[n++];
|
|
|
|
ctx.active = key.str() == env::getExeName();
|
|
} else {
|
|
while (n < line.size() && isValidKeyChar(line[n]))
|
|
key << line[n++];
|
|
|
|
// Check whether the next char is a '='
|
|
n = skipWhitespace(line, n);
|
|
if (n >= line.size() || line[n] != '=')
|
|
return;
|
|
|
|
// Extract the value
|
|
bool insideString = false;
|
|
n = skipWhitespace(line, n + 1);
|
|
|
|
while (n < line.size()) {
|
|
if (!insideString && isWhitespace(line[n]))
|
|
break;
|
|
|
|
if (line[n] == '"') {
|
|
insideString = !insideString;
|
|
n++;
|
|
} else
|
|
value << line[n++];
|
|
}
|
|
|
|
if (ctx.active)
|
|
config.setOption(key.str(), value.str());
|
|
}
|
|
}
|
|
|
|
|
|
Config::Config() { }
|
|
Config::~Config() { }
|
|
|
|
|
|
Config::Config(OptionMap&& options)
|
|
: m_options(std::move(options)) { }
|
|
|
|
|
|
void Config::merge(const Config& other) {
|
|
for (auto& pair : other.m_options)
|
|
m_options.insert(pair);
|
|
}
|
|
|
|
|
|
void Config::setOption(const std::string& key, const std::string& value) {
|
|
m_options.insert_or_assign(key, value);
|
|
}
|
|
|
|
|
|
std::string Config::getOptionValue(const char* option) const {
|
|
auto iter = m_options.find(option);
|
|
|
|
return iter != m_options.end()
|
|
? iter->second : std::string();
|
|
}
|
|
|
|
|
|
bool Config::parseOptionValue(
|
|
const std::string& value,
|
|
std::string& result) {
|
|
result = value;
|
|
return true;
|
|
}
|
|
|
|
|
|
bool Config::parseOptionValue(
|
|
const std::string& value,
|
|
bool& result) {
|
|
static const std::array<std::pair<const char*, bool>, 2> s_lookup = {{
|
|
{ "true", true },
|
|
{ "false", false },
|
|
}};
|
|
|
|
return parseStringOption(value,
|
|
s_lookup.begin(), s_lookup.end(), result);
|
|
}
|
|
|
|
|
|
bool Config::parseOptionValue(
|
|
const std::string& value,
|
|
int32_t& result) {
|
|
if (value.size() == 0)
|
|
return false;
|
|
|
|
// Parse sign, don't allow '+'
|
|
int32_t sign = 1;
|
|
size_t start = 0;
|
|
|
|
if (value[0] == '-') {
|
|
sign = -1;
|
|
start = 1;
|
|
}
|
|
|
|
// Parse absolute number
|
|
int32_t intval = 0;
|
|
|
|
for (size_t i = start; i < value.size(); i++) {
|
|
if (value[i] < '0' || value[i] > '9')
|
|
return false;
|
|
|
|
intval *= 10;
|
|
intval += value[i] - '0';
|
|
}
|
|
|
|
// Apply sign and return
|
|
result = sign * intval;
|
|
return true;
|
|
}
|
|
|
|
|
|
bool Config::parseOptionValue(
|
|
const std::string& value,
|
|
float& result) {
|
|
if (value.size() == 0)
|
|
return false;
|
|
|
|
// Parse sign
|
|
size_t pos = 0;
|
|
bool negate = false;
|
|
|
|
if (value[0] == '-') {
|
|
negate = true;
|
|
|
|
if (++pos == value.size())
|
|
return false;
|
|
}
|
|
|
|
// Parse integer part
|
|
uint64_t intPart = 0;
|
|
|
|
if (value[pos] == '.')
|
|
return false;
|
|
|
|
while (pos < value.size()) {
|
|
if (value[pos] == '.') {
|
|
if (++pos == value.size())
|
|
return false;
|
|
break;
|
|
}
|
|
|
|
if (value[pos] < '0' || value[pos] > '9')
|
|
return false;
|
|
|
|
intPart *= 10;
|
|
intPart += value[pos] - '0';
|
|
pos += 1;
|
|
}
|
|
|
|
// Parse fractional part
|
|
uint64_t fractPart = 0;
|
|
uint64_t fractDivisor = 1;
|
|
|
|
while (pos < value.size()) {
|
|
if (value[pos] < '0' || value[pos] > '9')
|
|
return false;
|
|
|
|
fractDivisor *= 10;
|
|
fractPart *= 10;
|
|
fractPart += value[pos] - '0';
|
|
pos += 1;
|
|
}
|
|
|
|
// Compute final number, not super accurate but this should do
|
|
result = float((double(fractPart) / double(fractDivisor)) + double(intPart));
|
|
|
|
if (negate)
|
|
result = -result;
|
|
|
|
return std::isfinite(result);
|
|
}
|
|
|
|
|
|
bool Config::parseOptionValue(
|
|
const std::string& value,
|
|
Tristate& result) {
|
|
static const std::array<std::pair<const char*, Tristate>, 3> s_lookup = {{
|
|
{ "true", Tristate::True },
|
|
{ "false", Tristate::False },
|
|
{ "auto", Tristate::Auto },
|
|
}};
|
|
|
|
return parseStringOption(value,
|
|
s_lookup.begin(), s_lookup.end(), result);
|
|
}
|
|
|
|
|
|
template<typename I, typename V>
|
|
bool Config::parseStringOption(
|
|
std::string str,
|
|
I begin,
|
|
I end,
|
|
V& value) {
|
|
str = Config::toLower(str);
|
|
|
|
for (auto i = begin; i != end; i++) {
|
|
if (str == i->first) {
|
|
value = i->second;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
Config Config::getAppConfig(const std::string& appName) {
|
|
auto appConfig = std::find_if(g_appDefaults.begin(), g_appDefaults.end(),
|
|
[&appName] (const std::pair<const char*, Config>& pair) {
|
|
std::regex expr(pair.first, std::regex::extended | std::regex::icase);
|
|
return std::regex_search(appName, expr);
|
|
});
|
|
|
|
if (appConfig != g_appDefaults.end()) {
|
|
// Inform the user that we loaded a default config
|
|
Logger::info(str::format("Found built-in config:"));
|
|
|
|
for (auto& pair : appConfig->second.m_options)
|
|
Logger::info(str::format(" ", pair.first, " = ", pair.second));
|
|
|
|
return appConfig->second;
|
|
}
|
|
|
|
return Config();
|
|
}
|
|
|
|
|
|
Config Config::getUserConfig() {
|
|
Config config;
|
|
|
|
// Load either $DXVK_CONFIG_FILE or $PWD/dxvk.conf
|
|
std::string filePath = env::getEnvVar("DXVK_CONFIG_FILE");
|
|
|
|
if (filePath == "")
|
|
filePath = "dxvk.conf";
|
|
|
|
// Open the file if it exists
|
|
std::ifstream stream(str::topath(filePath.c_str()).c_str());
|
|
|
|
if (!stream)
|
|
return config;
|
|
|
|
// Inform the user that we loaded a file, might
|
|
// help when debugging configuration issues
|
|
Logger::info(str::format("Found config file: ", filePath));
|
|
|
|
// Initialize parser context
|
|
ConfigContext ctx;
|
|
ctx.active = true;
|
|
|
|
// Parse the file line by line
|
|
std::string line;
|
|
|
|
while (std::getline(stream, line))
|
|
parseUserConfigLine(config, ctx, line);
|
|
|
|
return config;
|
|
}
|
|
|
|
|
|
void Config::logOptions() const {
|
|
if (!m_options.empty()) {
|
|
Logger::info("Effective configuration:");
|
|
|
|
for (auto& pair : m_options)
|
|
Logger::info(str::format(" ", pair.first, " = ", pair.second));
|
|
}
|
|
}
|
|
|
|
std::string Config::toLower(std::string str) {
|
|
std::transform(str.begin(), str.end(), str.begin(),
|
|
[] (unsigned char c) { return (c >= 'A' && c <= 'Z') ? (c + 'a' - 'A') : c; });
|
|
return str;
|
|
}
|
|
|
|
}
|