[dxvk] Remove shrinkNvidiaHVVHeap workaround

No longer needed.
This commit is contained in:
Philip Rebohle 2022-08-10 16:39:58 +02:00
parent 3edb0ef114
commit 67f937111d
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GPG Key ID: C8CC613427A31C99
5 changed files with 2 additions and 43 deletions

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@ -259,19 +259,6 @@
# dxvk.useRawSsbo = Auto
# Controls Nvidia HVV behaviour.
#
# Restricts use of the host-visible, device-local heap on Nvidia drivers.
# This is used to avoid NVIDIA driver bug 3114283 on affected drivers, as
# well as in specific games on newer drivers.
#
# Supported values:
# - True: Restrict HVV usage
# - False: Do not restrict HVV usage
# dxvk.shrinkNvidiaHvvHeap = False
# Controls graphics pipeline library behaviour
#
# Can be used to change VK_EXT_graphics_pipeline_library usage for

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@ -202,30 +202,6 @@ namespace dxvk {
m_memTypes[i].memType = m_memProps.memoryTypes[i];
m_memTypes[i].memTypeId = i;
}
/* Check what kind of heap the HVV memory type is on, if any. If the
* HVV memory type is on the largest device-local heap, we either have
* an UMA system or an RBAR-enabled system. Otherwise, there will likely
* be a separate, smaller heap for it. */
VkDeviceSize largestDeviceLocalHeap = 0;
for (uint32_t i = 0; i < m_memProps.memoryTypeCount; i++) {
if (m_memTypes[i].memType.propertyFlags & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)
largestDeviceLocalHeap = std::max(largestDeviceLocalHeap, m_memTypes[i].heap->properties.size);
}
/* Work around an issue on Nvidia drivers where using the
* entire HVV heap can cause slowdowns in specific games */
if (device->adapter()->matchesDriver(VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR, 0, 0)
&& device->config().shrinkNvidiaHvvHeap) {
for (uint32_t i = 0; i < m_memProps.memoryTypeCount; i++) {
VkMemoryPropertyFlags hvvFlags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
if ((m_memTypes[i].memType.propertyFlags & hvvFlags) == hvvFlags
&& (m_memTypes[i].heap->properties.size < largestDeviceLocalHeap))
m_memTypes[i].heap->budget = 32 << 20;
}
}
}

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@ -9,7 +9,6 @@ namespace dxvk {
enableGraphicsPipelineLibrary = config.getOption<Tristate>("dxvk.enableGraphicsPipelineLibrary", Tristate::Auto);
trackPipelineLifetime = config.getOption<Tristate>("dxvk.trackPipelineLifetime", Tristate::Auto);
useRawSsbo = config.getOption<Tristate>("dxvk.useRawSsbo", Tristate::Auto);
shrinkNvidiaHvvHeap = config.getOption<bool> ("dxvk.shrinkNvidiaHvvHeap", false);
hud = config.getOption<std::string>("dxvk.hud", "");
}

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@ -27,9 +27,6 @@ namespace dxvk {
/// Shader-related options
Tristate useRawSsbo;
/// Workaround for NVIDIA driver bug 3114283
bool shrinkNvidiaHvvHeap;
/// HUD elements
std::string hud;
};

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@ -237,9 +237,9 @@ namespace dxvk {
{ R"(\\MarySkelter2\.exe$)", {{
{ "d3d11.disableMsaa", "True" },
}} },
/* Final Fantasy XIV - Stuttering on NV */
/* Final Fantasy XIV: Uses lots of HVV and *
* also reads some uncached memory. */
{ R"(\\ffxiv_dx11\.exe$)", {{
{ "dxvk.shrinkNvidiaHvvHeap", "True" },
{ "d3d11.cachedDynamicResources", "vi" },
}} },
/* God of War - relies on NVAPI/AMDAGS for *