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OpenDX/src/dxso/dxso_options.cpp
Joshie 54ed8f0bb0 [d3d9] Implement Direct3D9 Frontend (#1275)
Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Co-authored-by: Robin Kertels <robin.kertels@gmail.com>
Co-authored-by: pchome <pchome@users.noreply.github.com>
Co-authored-by: Christopher Egert <cme3000@gmail.com>
Co-authored-by: Derek Lesho <dereklesho52@Gmail.com>
Co-authored-by: Luis Cáceres <lacaceres97@gmail.com>
Co-authored-by: Nelson Chen <crazysim@gmail.com>
Co-authored-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Co-authored-by: Riesi <riesi@opentrash.com>
Co-authored-by: gbMichelle <gbmichelle.dev@gmail.com>
2019-12-16 04:28:01 +01:00

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1.6 KiB
C++

#include "dxso_options.h"
namespace dxvk {
DxsoOptions::DxsoOptions() {}
DxsoOptions::DxsoOptions(const Rc<DxvkDevice>& device, const D3D9Options& options) {
const Rc<DxvkAdapter> adapter = device->adapter();
const DxvkDeviceFeatures& devFeatures = device->features();
const DxvkDeviceInfo& devInfo = adapter->devicePropertiesExt();
useDemoteToHelperInvocation
= (devFeatures.extShaderDemoteToHelperInvocation.shaderDemoteToHelperInvocation);
useSubgroupOpsForEarlyDiscard
= (devInfo.coreSubgroup.subgroupSize >= 4)
&& (devInfo.coreSubgroup.supportedStages & VK_SHADER_STAGE_FRAGMENT_BIT)
&& (devInfo.coreSubgroup.supportedOperations & VK_SUBGROUP_FEATURE_BALLOT_BIT);
// Disable early discard on RADV (with LLVM) due to GPU hangs
// Disable early discard on Nvidia because it may hurt performance
bool isRadvAco = std::string(devInfo.core.properties.deviceName).find("RADV/ACO") != std::string::npos;
if ((adapter->matchesDriver(DxvkGpuVendor::Amd, VK_DRIVER_ID_MESA_RADV_KHR, 0, 0) && !isRadvAco)
|| (adapter->matchesDriver(DxvkGpuVendor::Nvidia, VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR, 0, 0)))
useSubgroupOpsForEarlyDiscard = false;
// Apply shader-related options
applyTristate(useSubgroupOpsForEarlyDiscard, device->config().useEarlyDiscard);
strictConstantCopies = options.strictConstantCopies;
strictPow = options.strictPow;
d3d9FloatEmulation = options.d3d9FloatEmulation;
shaderModel = options.shaderModel;
invariantPosition = options.invariantPosition;
}
}