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OpenDX/src/d3d11/d3d11_options.cpp
Philip Rebohle 9721938e57
[d3d11] Introduce d3d11.invariantPosition option
Apparently it's better to make app profiles than risk tanking
performance for all applications. Invariance rules in D3D11 are
undocumented so it's not clear what the correct solution is.
2020-01-23 01:28:19 +01:00

38 lines
1.8 KiB
C++

#include <unordered_map>
#include "d3d11_options.h"
namespace dxvk {
D3D11Options::D3D11Options(const Config& config, const Rc<DxvkDevice>& device) {
const DxvkDeviceInfo& devInfo = device->properties();
this->dcSingleUseMode = config.getOption<bool>("d3d11.dcSingleUseMode", true);
this->enableRtOutputNanFixup = config.getOption<bool>("d3d11.enableRtOutputNanFixup", false);
this->zeroInitWorkgroupMemory = config.getOption<bool>("d3d11.zeroInitWorkgroupMemory", false);
this->relaxedBarriers = config.getOption<bool>("d3d11.relaxedBarriers", false);
this->maxTessFactor = config.getOption<int32_t>("d3d11.maxTessFactor", 0);
this->samplerAnisotropy = config.getOption<int32_t>("d3d11.samplerAnisotropy", -1);
this->invariantPosition = config.getOption<bool>("d3d11.invariantPosition", false);
this->deferSurfaceCreation = config.getOption<bool>("dxgi.deferSurfaceCreation", false);
this->numBackBuffers = config.getOption<int32_t>("dxgi.numBackBuffers", 0);
this->maxFrameLatency = config.getOption<int32_t>("dxgi.maxFrameLatency", 0);
this->syncInterval = config.getOption<int32_t>("dxgi.syncInterval", -1);
this->constantBufferRangeCheck = config.getOption<bool>("d3d11.constantBufferRangeCheck", false)
&& DxvkGpuVendor(devInfo.core.properties.vendorID) != DxvkGpuVendor::Amd;
bool apitraceAttached = false;
#ifndef __WINE__
apitraceAttached = ::GetModuleHandle("dxgitrace.dll") != nullptr;
#endif
this->apitraceMode = config.getOption<bool>("d3d11.apitraceMode", apitraceAttached);
// Inform user in case they have the option enabled or a game
// ships a file called dxgitrace.dll for whatever reason.
if (this->apitraceMode)
Logger::warn("D3D11: Apitrace mode enabled, may affect performance!");
}
}