dxvk/src/d3d11/d3d11_options.h

121 lines
3.4 KiB
C++

#pragma once
#include "../util/config/config.h"
#include "../dxgi/dxgi_options.h"
#include "../dxvk/dxvk_device.h"
#include "d3d11_include.h"
namespace dxvk {
struct D3D11Options {
D3D11Options(const Config& config, const Rc<DxvkDevice>& device);
/// Enables speed hack for mapping on deferred contexts
///
/// This can substantially speed up some games, but may
/// cause issues if the game submits command lists more
/// than once.
bool dcSingleUseMode;
/// Enables workaround to replace NaN render target
/// outputs with zero
bool enableRtOutputNanFixup;
/// Zero-initialize workgroup memory
///
/// Workargound for games that don't initialize
/// TGSM in compute shaders before reading it.
bool zeroInitWorkgroupMemory;
/// Force thread-group shared memory accesses to be volatile
///
/// Workaround for compute shaders that read and
/// write from the same shared memory location
/// without explicit synchronization.
bool forceVolatileTgsmAccess;
/// Use relaxed memory barriers
///
/// May improve performance in some games,
/// but might also cause rendering issues.
bool relaxedBarriers;
/// Ignore graphics barriers
///
/// May improve performance in some games,
/// but might also cause rendering issues.
bool ignoreGraphicsBarriers;
/// Maximum tessellation factor.
///
/// Limits tessellation factors in tessellation
/// control shaders. Values from 8 to 64 are
/// supported, other values will be ignored.
int32_t maxTessFactor;
/// Anisotropic filter override
///
/// Enforces anisotropic filtering with the
/// given anisotropy value for all samplers.
int32_t samplerAnisotropy;
/// Mipmap LOD bias
///
/// Enforces the given LOD bias for all samplers.
float samplerLodBias;
/// Declare vertex positions in shaders as invariant
bool invariantPosition;
/// Enable float control bits
bool floatControls;
/// Back buffer count for the Vulkan swap chain.
/// Overrides DXGI_SWAP_CHAIN_DESC::BufferCount.
int32_t numBackBuffers;
/// Sync interval. Overrides the value
/// passed to IDXGISwapChain::Present.
int32_t syncInterval;
/// Tear-free mode if vsync is disabled
/// Tearing mode if vsync is enabled
Tristate tearFree;
/// Override maximum frame latency if the app specifies
/// a higher value. May help with frame timing issues.
int32_t maxFrameLatency;
/// Limit frame rate
int32_t maxFrameRate;
/// Limit discardable resource size
VkDeviceSize maxImplicitDiscardSize;
/// Limit size of buffer-mapped images
VkDeviceSize maxDynamicImageBufferSize;
/// Defer surface creation until first present call. This
/// fixes issues with games that create multiple swap chains
/// for a single window that may interfere with each other.
bool deferSurfaceCreation;
/// Forces the sample count of all textures to be 1, and
/// performs the required shader and resolve fixups.
bool disableMsaa;
/// Dynamic resources with the given bind flags will be allocated
/// in cached system memory. Enabled automatically when recording
/// an api trace.
uint32_t cachedDynamicResources;
/// Always lock immediate context on every API call. May be
/// useful for debugging purposes or when applications have
/// race conditions.
bool enableContextLock;
};
}