dxvk/src/util/config/config.cpp

604 lines
19 KiB
C++

#include <fstream>
#include <sstream>
#include <iostream>
#include <regex>
#include "config.h"
#include "../log/log.h"
#include "../util_env.h"
namespace dxvk {
const static std::vector<std::pair<const char*, Config>> g_appDefaults = {{
/* Assassin's Creed Syndicate: amdags issues */
{ R"(\\ACS\.exe$)", {{
{ "dxgi.customVendorId", "10de" },
}} },
/* Dissidia Final Fantasy NT Free Edition */
{ R"(\\dffnt\.exe$)", {{
{ "dxgi.deferSurfaceCreation", "True" },
}} },
/* Elite Dangerous: Compiles weird shaders *
* when running on AMD hardware */
{ R"(\\EliteDangerous64\.exe$)", {{
{ "dxgi.customVendorId", "10de" },
}} },
/* The Vanishing of Ethan Carter Redux */
{ R"(\\EthanCarter-Win64-Shipping\.exe$)", {{
{ "dxgi.customVendorId", "10de" },
}} },
/* The Evil Within: Submits command lists *
* multiple times */
{ R"(\\EvilWithin(Demo)?\.exe$)", {{
{ "d3d11.dcSingleUseMode", "False" },
}} },
/* Far Cry 3: Assumes clear(0.5) on an UNORM *
* format to result in 128 on AMD and 127 on *
* Nvidia. We assume that the Vulkan drivers *
* match the clear behaviour of D3D11. */
{ R"(\\(farcry3|fc3_blooddragon)_d3d11\.exe$)", {{
{ "dxgi.nvapiHack", "False" },
}} },
/* Far Cry 4: Same as Far Cry 3 */
{ R"(\\FarCry4\.exe$)", {{
{ "dxgi.nvapiHack", "False" },
}} },
/* Frostpunk: Renders one frame with D3D9 *
* after creating the DXGI swap chain */
{ R"(\\Frostpunk\.exe$)", {{
{ "dxgi.deferSurfaceCreation", "True" },
}} },
/* Nioh: See Frostpunk, apparently? */
{ R"(\\nioh\.exe$)", {{
{ "dxgi.deferSurfaceCreation", "True" },
}} },
/* Quantum Break: Mever initializes shared *
* memory in one of its compute shaders */
{ R"(\\QuantumBreak\.exe$)", {{
{ "d3d11.zeroInitWorkgroupMemory", "True" },
}} },
/* Anno 2205: Random crashes with state cache */
{ R"(\\anno2205\.exe$)", {{
{ "dxvk.enableStateCache", "False" },
}} },
/* Fifa '19+: Binds typed buffer SRV to shader *
* that expects raw/structured buffer SRV */
{ R"(\\FIFA(19|[2-9][0-9])(_demo)?\.exe$)", {{
{ "dxvk.useRawSsbo", "True" },
}} },
/* Final Fantasy XIV: Fix random black blocks */
{ R"(\\ffxiv_dx11\.exe$)", {{
{ "d3d11.enableRtOutputNanFixup", "True" },
}} },
/* Resident Evil 2/3: Ignore WaW hazards */
{ R"(\\re(2|3|3demo)\.exe$)", {{
{ "d3d11.relaxedBarriers", "True" },
}} },
/* Devil May Cry 5 */
{ R"(\\DevilMayCry5\.exe$)", {{
{ "d3d11.relaxedBarriers", "True" },
}} },
/* Call of Duty WW2 */
{ R"(\\s2_sp64_ship\.exe$)", {{
{ "dxgi.nvapiHack", "False" },
}} },
/* Need for Speed 2015 */
{ R"(\\NFS16\.exe$)", {{
{ "dxgi.nvapiHack", "False" },
}} },
/* Mass Effect Andromeda */
{ R"(\\MassEffectAndromeda\.exe$)", {{
{ "dxgi.nvapiHack", "False" },
}} },
/* Mirror`s Edge Catalyst: Crashes on AMD */
{ R"(\\MirrorsEdgeCatalyst(Trial)?\.exe$)", {{
{ "dxgi.customVendorId", "10de" },
}} },
/* Star Wars Battlefront (2015) */
{ R"(\\starwarsbattlefront(trial)?\.exe$)", {{
{ "dxgi.nvapiHack", "False" },
}} },
/* Dark Souls Remastered */
{ R"(\\DarkSoulsRemastered\.exe$)", {{
{ "d3d11.constantBufferRangeCheck", "True" },
}} },
/* Grim Dawn */
{ R"(\\Grim Dawn\.exe$)", {{
{ "d3d11.constantBufferRangeCheck", "True" },
}} },
/* NieR:Automata */
{ R"(\\NieRAutomata\.exe$)", {{
{ "d3d11.constantBufferRangeCheck", "True" },
}} },
/* SteamVR performance test */
{ R"(\\vr\.exe$)", {{
{ "d3d11.dcSingleUseMode", "False" },
}} },
/* Hitman 2 and 3 - requires AGS library */
{ R"(\\HITMAN(2|3)\.exe$)", {{
{ "dxgi.customVendorId", "10de" },
}} },
/* Modern Warfare Remastered */
{ R"(\\h1_[ms]p64_ship\.exe$)", {{
{ "dxgi.customVendorId", "10de" },
}} },
/* Titan Quest */
{ R"(\\TQ\.exe$)", {{
{ "d3d11.constantBufferRangeCheck", "True" },
}} },
/* Saints Row IV */
{ R"(\\SaintsRowIV\.exe$)", {{
{ "d3d11.constantBufferRangeCheck", "True" },
}} },
/* Saints Row: The Third */
{ R"(\\SaintsRowTheThird_DX11\.exe$)", {{
{ "d3d11.constantBufferRangeCheck", "True" },
}} },
/* Metal Gear Solid 5 */
{ R"(\\mgsvtpp\.exe$)", {{
{ "dxvk.enableOpenVR", "False" },
}} },
/* Raft */
{ R"(\\Raft\.exe$)", {{
{ "dxvk.enableOpenVR", "False" },
}} },
/* Crysis 3 - slow if it notices AMD card */
{ R"(\\Crysis3\.exe$)", {{
{ "dxgi.customVendorId", "10de" },
}} },
/* Atelier series - games try to render video *
* with a D3D9 swap chain over the DXGI swap *
* chain, which breaks D3D11 presentation */
{ R"(\\Atelier_(Ayesha|Escha_and_Logy|Shallie)(_EN)?\.exe$)", {{
{ "d3d9.deferSurfaceCreation", "True" },
}} },
/* Atelier Rorona/Totori/Meruru */
{ R"(\\A(11R|12V|13V)_x64_Release(_en)?\.exe$)", {{
{ "d3d9.deferSurfaceCreation", "True" },
}} },
/* Just how many of these games are there? */
{ R"(\\Atelier_(Lulua|Lydie_and_Suelle|Ryza(_2)?)\.exe$)", {{
{ "d3d9.deferSurfaceCreation", "True" },
}} },
/* Fairy Tail */
{ R"(\\FAIRY_TAIL\.exe$)", {{
{ "d3d9.deferSurfaceCreation", "True" },
}} },
/* Star Wars Battlefront II: amdags issues */
{ R"(\\starwarsbattlefrontii\.exe$)", {{
{ "dxgi.customVendorId", "10de" },
}} },
/* F1 games - do not synchronize TGSM access *
* in a compute shader, causing artifacts */
{ R"(\\F1_20(1[89]|[2-9][0-9])\.exe$)", {{
{ "d3d11.forceTgsmBarriers", "True" },
}} },
/* Subnautica */
{ R"(\\Subnautica\.exe$)", {{
{ "dxvk.enableOpenVR", "False" },
}} },
/* Blue Reflection */
{ R"(\\BLUE_REFLECTION\.exe$)", {{
{ "d3d11.constantBufferRangeCheck", "True" },
}} },
/* Secret World Legends */
{ R"(\\SecretWorldLegendsDX11\.exe$)", {{
{ "d3d11.constantBufferRangeCheck", "True" },
}} },
/* Darksiders Warmastered - apparently reads *
* from write-only mapped buffers */
{ R"(\\darksiders1\.exe$)", {{
{ "d3d11.apitraceMode", "True" },
}} },
/* Monster Hunter World */
{ R"(\\MonsterHunterWorld\.exe$)", {{
{ "d3d11.apitraceMode", "True" },
}} },
/* Shadow of the Tomb Raider - invariant *
* position breaks character rendering on NV */
{ R"(\\SOTTR\.exe$)", {{
{ "d3d11.invariantPosition", "False" },
}} },
/**********************************************/
/* D3D9 GAMES */
/**********************************************/
/* A Hat in Time */
{ R"(\\HatinTimeGame\.exe$)", {{
{ "d3d9.strictPow", "False" },
{ "d3d9.lenientClear", "True" },
}} },
/* Anarchy Online */
{ R"(\\anarchyonline\.exe$)", {{
{ "d3d9.memoryTrackTest", "True" },
}} },
/* Borderlands 2 and The Pre Sequel! */
{ R"(\\Borderlands(2|PreSequel)\.exe$)", {{
{ "d3d9.lenientClear", "True" },
{ "d3d9.supportDFFormats", "False" },
}} },
/* Borderlands */
{ R"(\\Borderlands\.exe$)", {{
{ "d3d9.lenientClear", "True" },
}} },
/* Gothic 3 */
{ R"(\\Gothic(3|3Final| III Forsaken Gods)\.exe$)", {{
{ "d3d9.allowLockFlagReadonly", "False" },
{ "d3d9.supportDFFormats", "False" },
}} },
/* Risen */
{ R"(\\Risen[23]?\.exe$)", {{
{ "d3d9.allowLockFlagReadonly", "False" },
{ "d3d9.invariantPosition", "True" },
}} },
/* Nostale */
{ R"(\\NostaleClientX\.exe$)", {{
{ "d3d9.allowLockFlagReadonly", "False" },
}} },
/* Sonic Adventure 2 */
{ R"(\\Sonic Adventure 2\\(launcher|sonic2app)\.exe$)", {{
{ "d3d9.floatEmulation", "False" },
}} },
/* The Sims 2,
Body Shop,
The Sims Life Stories,
The Sims Pet Stories,
and The Sims Castaway Stories */
{ R"(\\(Sims2.*|TS2BodyShop|SimsLS|SimsPS|SimsCS)\.exe$)", {{
{ "d3d9.customVendorId", "10de" },
{ "d3d9.customDeviceId", "0091" },
{ "d3d9.customDeviceDesc", "GeForce 7800 GTX" },
{ "d3d9.disableA8RT", "True" },
{ "d3d9.supportX4R4G4B4", "False" },
{ "d3d9.maxAvailableMemory", "2048" },
{ "d3d9.memoryTrackTest", "True" },
// The Sims 2 will try to upload 1024 constants
// every frame otherwise, which it never uses
// causing a massive discard + upload.
{ "d3d9.swvpFloatCount", "384" },
{ "d3d9.swvpIntCount", "16" },
{ "d3d9.swvpBoolCount", "16" },
}} },
/* Dead Space uses the a NULL render target instead
of a 1x1 one if DF24 is NOT supported */
{ R"(\\Dead Space\.exe$)", {{
{ "d3d9.supportDFFormats", "False" },
}} },
/* Burnout Paradise */
{ R"(\\BurnoutParadise\.exe$)", {{
{ "d3d9.allowLockFlagReadonly", "False" },
}} },
/* Halo 2 */
{ R"(\\halo2\.exe$)", {{
{ "d3d9.invariantPosition", "True" },
}} },
/* Halo CE/HaloPC */
{ R"(\\halo(ce)?\.exe$)", {{
{ "d3d9.invariantPosition", "True" },
// Game enables minor decal layering fixes
// specifically when it detects AMD.
// Avoids chip being detected as unsupported
// when on intel. Avoids possible path towards
// invalid texture addressing methods.
{ "d3d9.customVendorId", "1002" },
// Avoids card not recognized error.
// Keeps game's rendering methods consistent
// for optimal compatibility.
{ "d3d9.customDeviceId", "4172" },
// The game uses incorrect sampler types in
// the shaders for glass rendering which
// breaks it on native + us if we don't
// spec-constantly chose the sampler type
// automagically.
{ "d3d9.forceSamplerTypeSpecConstants", "True" },
}} },
/* Counter Strike: Global Offensive
Needs NVAPI to avoid a forced AO + Smoke
exploit so we must force AMD vendor ID. */
{ R"(\\csgo\.exe$)", {{
{ "d3d9.customVendorId", "1002" },
}} },
/* Vampire - The Masquerade Bloodlines */
{ R"(\\vampire\.exe$)", {{
{ "d3d9.deferSurfaceCreation", "True" },
{ "d3d9.memoryTrackTest", "True" },
{ "d3d9.maxAvailableMemory", "1024" },
}} },
/* Senran Kagura Shinovi Versus */
{ R"(\\SKShinoviVersus\.exe$)", {{
{ "d3d9.forceAspectRatio", "16:9" },
}} },
/* Metal Slug X */
{ R"(\\mslugx\.exe$)", {{
{ "d3d9.supportD32", "False" },
}} },
/* Skyrim (NVAPI) */
{ R"(\\TESV\.exe$)", {{
{ "d3d9.customVendorId", "1002" },
}} },
/* RTHDRIBL Demo
Uses DONOTWAIT after GetRenderTargetData
then goes into an infinite loop if it gets
D3DERR_WASSTILLDRAWING.
This is a better solution than penalizing
other apps that use this properly. */
{ R"(\\rthdribl\.exe$)", {{
{ "d3d9.allowDoNotWait", "False" },
}} },
/* Hyperdimension Neptunia U: Action Unleashed */
{ R"(\\Neptunia\.exe$)", {{
{ "d3d9.forceAspectRatio", "16:9" },
}} },
/* D&D - The Temple Of Elemental Evil */
{ R"(\\ToEE\.exe$)", {{
{ "d3d9.allowDiscard", "False" },
}} },
/* ZUSI 3 - Aerosoft Edition */
{ R"(\\ZusiSim\.exe$)", {{
{ "d3d9.noExplicitFrontBuffer", "True" },
}} },
/* GTA IV (NVAPI) */
{ R"(\\GTAIV\.exe$)", {{
{ "d3d9.customVendorId", "1002" },
}} },
/* Battlefield 2 (bad z-pass) */
{ R"(\\BF2\.exe$)", {{
{ "d3d9.longMad", "True" },
{ "d3d9.invariantPosition", "True" },
}} },
/* SpellForce 2 Series */
{ R"(\\SpellForce2.*\.exe$)", {{
{ "d3d9.forceSamplerTypeSpecConstants", "True" },
}} },
/* Everquest 2 */
{ R"(\\EverQuest2.*\.exe$)", {{
{ "d3d9.alphaTestWiggleRoom", "True" },
}} },
/* Tomb Raider: Legend */
{ R"(\\trl\.exe$)", {{
{ "d3d9.apitraceMode", "True" },
}} },
/* Everquest */
{ R"(\\eqgame\.exe$)", {{
{ "d3d9.apitraceMode", "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) {
if (value == "True") {
result = true;
return true;
} else if (value == "False") {
result = false;
return true;
} else {
return false;
}
}
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,
Tristate& result) {
if (value == "True") {
result = Tristate::True;
return true;
} else if (value == "False") {
result = Tristate::False;
return true;
} else if (value == "Auto") {
result = Tristate::Auto;
return true;
} else {
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:"));
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::tows(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));
}
}
}