a_from_portwine/dxvk_nvidia.conf
This commit is contained in:
parent
89c37ca6cd
commit
2f7835f5c5
334
data_from_portwine/dxvk_amd.conf
Executable file
334
data_from_portwine/dxvk_amd.conf
Executable file
@ -0,0 +1,334 @@
|
|||||||
|
# Create the VkSurface on the first call to IDXGISwapChain::Present,
|
||||||
|
# rather than when creating the swap chain. Some games that start
|
||||||
|
# rendering with a different graphics API may require this option,
|
||||||
|
# or otherwise the window may stay black.
|
||||||
|
#
|
||||||
|
# Supported values: True, False
|
||||||
|
|
||||||
|
# dxgi.deferSurfaceCreation = False
|
||||||
|
# d3d9.deferSurfaceCreation = False
|
||||||
|
|
||||||
|
|
||||||
|
# Enforce a stricter maximum frame latency. Overrides the application
|
||||||
|
# setting specified by calling IDXGIDevice::SetMaximumFrameLatency.
|
||||||
|
# Setting this to 0 will have no effect.
|
||||||
|
#
|
||||||
|
# Supported values : 0 - 16
|
||||||
|
|
||||||
|
# dxgi.maxFrameLatency = 2
|
||||||
|
# d3d9.maxFrameLatency = 2
|
||||||
|
|
||||||
|
|
||||||
|
# Override PCI vendor and device IDs reported to the application. Can
|
||||||
|
# cause the app to adjust behaviour depending on the selected values.
|
||||||
|
#
|
||||||
|
# Supported values: Any four-digit hex number.
|
||||||
|
|
||||||
|
# dxgi.customDeviceId = 0000
|
||||||
|
# dxgi.customVendorId = 10de
|
||||||
|
|
||||||
|
# d3d9.customDeviceId = 0000
|
||||||
|
# d3d9.customVendorId = 10de
|
||||||
|
|
||||||
|
|
||||||
|
# Report Nvidia GPUs as AMD GPUs by default. This is enabled by default
|
||||||
|
# to work around issues with NVAPI, but may cause issues in some games.
|
||||||
|
#
|
||||||
|
# Supported values: True, False
|
||||||
|
|
||||||
|
dxgi.nvapiHack = False
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
# Override maximum amount of device memory and shared system memory
|
||||||
|
# reported to the application. This may fix texture streaming issues
|
||||||
|
# in games that do not support cards with large amounts of VRAM.
|
||||||
|
#
|
||||||
|
# Supported values: Any number in Megabytes.
|
||||||
|
|
||||||
|
# dxgi.maxDeviceMemory = 0
|
||||||
|
# dxgi.maxSharedMemory = 0
|
||||||
|
|
||||||
|
|
||||||
|
# Override back buffer count for the Vulkan swap chain.
|
||||||
|
# Setting this to 0 or less will have no effect.
|
||||||
|
#
|
||||||
|
# Supported values: Any number greater than or equal to 2.
|
||||||
|
|
||||||
|
# dxgi.numBackBuffers = 0
|
||||||
|
|
||||||
|
|
||||||
|
# Overrides synchronization interval (Vsync) for presentation.
|
||||||
|
# Setting this to 0 disables vertical synchronization entirely.
|
||||||
|
# A positive value 'n' will enable Vsync and repeat the same
|
||||||
|
# image n times, and a negative value will have no effect.
|
||||||
|
#
|
||||||
|
# Supported values: Any non-negative number
|
||||||
|
|
||||||
|
# dxgi.syncInterval = -1
|
||||||
|
# d3d9.presentInterval = -1
|
||||||
|
|
||||||
|
|
||||||
|
# True enables the mailbox present mode in case regular Vsync is disabled.
|
||||||
|
# This should avoid tearing, but may be unsupported on some systems
|
||||||
|
# or require setting dxgi.numBackBuffers to a higher value in order
|
||||||
|
# to work properly.
|
||||||
|
#
|
||||||
|
# False enables the relaxed fifo present mode in case regular Vsync is enabled.
|
||||||
|
# This should result in tearing but reduce stutter if FPS are too low,
|
||||||
|
# but may be unsupported on some systems.
|
||||||
|
#
|
||||||
|
# Please do not report issues with this option.
|
||||||
|
#
|
||||||
|
# Supported values: Auto, True, False
|
||||||
|
|
||||||
|
# dxgi.tearFree = Auto
|
||||||
|
# d3d9.tearFree = Auto
|
||||||
|
|
||||||
|
|
||||||
|
# Performs range check on dynamically indexed constant buffers in shaders.
|
||||||
|
# This may be needed to work around a certain type of game bug, but may
|
||||||
|
# also introduce incorrect behaviour.
|
||||||
|
#
|
||||||
|
# Supported values: True, False
|
||||||
|
|
||||||
|
# d3d11.constantBufferRangeCheck = False
|
||||||
|
|
||||||
|
|
||||||
|
# Assume single-use mode for command lists created on deferred contexts.
|
||||||
|
# This may need to be disabled for some applications to avoid rendering
|
||||||
|
# issues, which may come at a significant performance cost.
|
||||||
|
#
|
||||||
|
# Supported values: True, False
|
||||||
|
|
||||||
|
# d3d11.dcSingleUseMode = True
|
||||||
|
|
||||||
|
|
||||||
|
# Override the maximum feature level that a D3D11 device can be created
|
||||||
|
# with. Setting this to a higher value may allow some applications to run
|
||||||
|
# that would otherwise fail to create a D3D11 device.
|
||||||
|
#
|
||||||
|
# Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1
|
||||||
|
|
||||||
|
# d3d11.maxFeatureLevel = 11_1
|
||||||
|
|
||||||
|
|
||||||
|
# Overrides the maximum allowed tessellation factor. This can be used to
|
||||||
|
# improve performance in titles which overuse tessellation.
|
||||||
|
#
|
||||||
|
# Supported values: Any number between 8 and 64
|
||||||
|
|
||||||
|
# d3d11.maxTessFactor = 8
|
||||||
|
|
||||||
|
|
||||||
|
# Enables relaxed pipeline barriers around UAV writes.
|
||||||
|
#
|
||||||
|
# This may improve performance in some games, but may also introduce
|
||||||
|
# rendering issues. Please don't report bugs with the option enabled.
|
||||||
|
#
|
||||||
|
# Supported values: True, False
|
||||||
|
|
||||||
|
# d3d11.relaxedBarriers = False
|
||||||
|
|
||||||
|
|
||||||
|
# Overrides anisotropic filtering for all samplers. Set this to a positive
|
||||||
|
# value to enable AF for all samplers in the game, or to 0 in order to
|
||||||
|
# disable AF entirely. Negative values will have no effect.
|
||||||
|
#
|
||||||
|
# Supported values: Any number between 0 and 16
|
||||||
|
|
||||||
|
# d3d11.samplerAnisotropy = 8
|
||||||
|
# d3d9.samplerAnisotropy = 8
|
||||||
|
|
||||||
|
|
||||||
|
# Declares vertex positions as invariant in order to solve
|
||||||
|
# potential Z-fighting issues at a small performance cost.
|
||||||
|
#
|
||||||
|
# Supported values: True, False
|
||||||
|
|
||||||
|
# d3d11.invariantPosition = False
|
||||||
|
# d3d9.invariantPosition = False
|
||||||
|
|
||||||
|
|
||||||
|
# Replaces NaN outputs from fragment shaders with zeroes for floating
|
||||||
|
# point render target. Used in some games to prevent artifacting.
|
||||||
|
#
|
||||||
|
# Supported values: True, False
|
||||||
|
|
||||||
|
# d3d11.enableRtOutputNanFixup = False
|
||||||
|
|
||||||
|
|
||||||
|
# Clears workgroup memory in compute shaders to zero. Some games don't do
|
||||||
|
# this and rely on undefined behaviour. Enabling may reduce performance.
|
||||||
|
#
|
||||||
|
# Supported values: True, False
|
||||||
|
|
||||||
|
# d3d11.zeroWorkgroupMemory = False
|
||||||
|
|
||||||
|
|
||||||
|
# Sets number of pipeline compiler threads.
|
||||||
|
#
|
||||||
|
# Supported values:
|
||||||
|
# - 0 to automatically determine the number of threads to use
|
||||||
|
# - any positive number to enforce the thread count
|
||||||
|
|
||||||
|
# dxvk.numCompilerThreads = 0
|
||||||
|
|
||||||
|
|
||||||
|
# Toggles raw SSBO usage.
|
||||||
|
#
|
||||||
|
# Uses storage buffers to implement raw and structured buffer
|
||||||
|
# views. Enabled by default on hardware which has a storage
|
||||||
|
# buffer offset alignment requirement of 4 Bytes (e.g. AMD).
|
||||||
|
# Enabling this may improve performance, but is not safe on
|
||||||
|
# hardware with higher alignment requirements.
|
||||||
|
#
|
||||||
|
# Supported values:
|
||||||
|
# - Auto: Don't change the default
|
||||||
|
# - True, False: Always enable / disable
|
||||||
|
|
||||||
|
# dxvk.useRawSsbo = Auto
|
||||||
|
|
||||||
|
|
||||||
|
# Toggles early discard.
|
||||||
|
#
|
||||||
|
# Uses subgroup operations to determine whether it is safe to
|
||||||
|
# discard fragments before the end of a fragment shader. This
|
||||||
|
# is enabled by default on all drivers except RADV and Nvidia.
|
||||||
|
# Enabling this may improve or degrade performance depending
|
||||||
|
# on the game and hardware, or cause other issues.
|
||||||
|
#
|
||||||
|
# Supported values:
|
||||||
|
# - Auto: Don't change the default
|
||||||
|
# - True, False: Always enable / disable
|
||||||
|
|
||||||
|
# dxvk.useEarlyDiscard = Auto
|
||||||
|
|
||||||
|
|
||||||
|
# Sets enabled HUD elements
|
||||||
|
#
|
||||||
|
# Behaves like the DXVK_HUD environment variable if the
|
||||||
|
# environment variable is not set, otherwise it will be
|
||||||
|
# ignored. The syntax is identical.
|
||||||
|
|
||||||
|
# dxvk.hud =
|
||||||
|
|
||||||
|
|
||||||
|
# Reported shader model
|
||||||
|
#
|
||||||
|
# The shader model to state that we support in the device
|
||||||
|
# capabilities that the applicatation queries.
|
||||||
|
#
|
||||||
|
# Supported values:
|
||||||
|
# - 1: Shader Model 1
|
||||||
|
# - 2: Shader Model 2
|
||||||
|
# - 3: Shader Model 3
|
||||||
|
|
||||||
|
# d3d9.shaderModel = 3
|
||||||
|
|
||||||
|
|
||||||
|
# Evict Managed on Unlock
|
||||||
|
#
|
||||||
|
# Decides whether we should evict managed resources from
|
||||||
|
# system memory when they are unlocked entirely.
|
||||||
|
#
|
||||||
|
# Supported values:
|
||||||
|
# - True, False: Always enable / disable
|
||||||
|
|
||||||
|
# d3d9.evictManagedOnUnlock = False
|
||||||
|
|
||||||
|
|
||||||
|
# DPI Awareness
|
||||||
|
#
|
||||||
|
# Decides whether we should call SetProcessDPIAware on device
|
||||||
|
# creation. Helps avoid upscaling blur in modern Windows on
|
||||||
|
# Hi-DPI screens/devices.
|
||||||
|
#
|
||||||
|
# Supported values:
|
||||||
|
# - True, False: Always enable / disable
|
||||||
|
|
||||||
|
# d3d9.dpiAware = True
|
||||||
|
|
||||||
|
|
||||||
|
# Strict Constant Copies
|
||||||
|
#
|
||||||
|
# Decides whether we should always copy defined constants to
|
||||||
|
# the UBO when relative addresssing is used, or only when the
|
||||||
|
# relative addressing starts a defined constant.
|
||||||
|
#
|
||||||
|
# Supported values:
|
||||||
|
# - True, False: Always enable / disable
|
||||||
|
|
||||||
|
# d3d9.strictConstantCopies = False
|
||||||
|
|
||||||
|
|
||||||
|
# Strict Pow
|
||||||
|
#
|
||||||
|
# Decides whether we have an opSelect for handling pow(0,0) = 0
|
||||||
|
# otherwise it becomes undefined.
|
||||||
|
#
|
||||||
|
# Supported values:
|
||||||
|
# - True, False: Always enable / disable
|
||||||
|
|
||||||
|
# d3d9.strictPow = True
|
||||||
|
|
||||||
|
|
||||||
|
# Lenient Clear
|
||||||
|
#
|
||||||
|
# Decides whether or not we fastpath clear anyway if we are close enough to
|
||||||
|
# clearing a full render target.
|
||||||
|
#
|
||||||
|
# Supported values:
|
||||||
|
# - True, False: Always enable / disable
|
||||||
|
|
||||||
|
# d3d9.lenientClear = False
|
||||||
|
|
||||||
|
|
||||||
|
# Max available memory
|
||||||
|
#
|
||||||
|
# Changes the max initial value used in tracking and GetAvailableTextureMem
|
||||||
|
# Value in Megabytes
|
||||||
|
#
|
||||||
|
# Supported values:
|
||||||
|
# - Any int32_t
|
||||||
|
|
||||||
|
# d3d9.maxAvailableMemory = 4096
|
||||||
|
|
||||||
|
|
||||||
|
# Force enable/disable floating point quirk emulation
|
||||||
|
#
|
||||||
|
# Force toggle anything * 0 emulation
|
||||||
|
# Tristate
|
||||||
|
# Supported values:
|
||||||
|
# - True/False
|
||||||
|
|
||||||
|
# d3d9.floatEmulation =
|
||||||
|
|
||||||
|
|
||||||
|
# Enable dialog box mode
|
||||||
|
#
|
||||||
|
# Changes the default state of dialog box mode.
|
||||||
|
# *Disables* exclusive fullscreen when enabled.
|
||||||
|
#
|
||||||
|
# Supported values:
|
||||||
|
# - True, False: Always enable / disable
|
||||||
|
|
||||||
|
# d3d9.enableDialogMode = False
|
||||||
|
|
||||||
|
# Overrides the application's MSAA level on the swapchain
|
||||||
|
#
|
||||||
|
# Supported values: -1 (application) and 0 to 16 (user override)
|
||||||
|
|
||||||
|
# d3d9.forceSwapchainMSAA = -1
|
||||||
|
|
||||||
|
|
||||||
|
# Long Mad
|
||||||
|
#
|
||||||
|
# Should we make our Mads a FFma or do it the long way with an FMul and an FAdd?
|
||||||
|
# This solves some rendering bugs in games that have z-pass shaders which
|
||||||
|
# don't match entirely to the regular vertex shader in this way.
|
||||||
|
#
|
||||||
|
# Supported values:
|
||||||
|
# - True/False
|
||||||
|
|
||||||
|
# d3d9.longMad = False
|
2
data_from_portwine/dxvk.conf → data_from_portwine/dxvk_nvidia.conf
Normal file → Executable file
2
data_from_portwine/dxvk.conf → data_from_portwine/dxvk_nvidia.conf
Normal file → Executable file
@ -36,7 +36,7 @@
|
|||||||
#
|
#
|
||||||
# Supported values: True, False
|
# Supported values: True, False
|
||||||
|
|
||||||
# dxgi.nvapiHack = True
|
dxgi.nvapiHack = True
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -123,11 +123,12 @@ then
|
|||||||
export __GL_SHADER_DISK_CACHE_SIZE=1000000000
|
export __GL_SHADER_DISK_CACHE_SIZE=1000000000
|
||||||
export __GL_THREADED_OPTIMIZATIONS=1
|
export __GL_THREADED_OPTIMIZATIONS=1
|
||||||
nvidia-settings -a [gpu:0]/GPUPowerMizerMode=1 > /dev/null
|
nvidia-settings -a [gpu:0]/GPUPowerMizerMode=1 > /dev/null
|
||||||
|
export DXVK_CONFIG_FILE="${PORT_WINE_PATH}/data/dxvk_nvidia.conf"
|
||||||
if [ ! -z "${WINEDLLOVERRIDES}" ]
|
if [ ! -z "${WINEDLLOVERRIDES}" ]
|
||||||
then
|
then
|
||||||
export WINEDLLOVERRIDES="nvapi,nvapi64=";${WINEDLLOVERRIDES}
|
export WINEDLLOVERRIDES="nvapi=;nvapi64=;${WINEDLLOVERRIDES}"
|
||||||
else
|
else
|
||||||
export WINEDLLOVERRIDES="nvapi,nvapi64="
|
export WINEDLLOVERRIDES="nvapi=;nvapi64="
|
||||||
fi
|
fi
|
||||||
echo "runtime libs is disabled"
|
echo "runtime libs is disabled"
|
||||||
else
|
else
|
||||||
@ -136,7 +137,10 @@ else
|
|||||||
export mesa_glthread=true
|
export mesa_glthread=true
|
||||||
# export RADV_DEBUG=nocache,nomemorycache
|
# export RADV_DEBUG=nocache,nomemorycache
|
||||||
local AMD_ATI="$(lspci | grep AMD/ATI)"
|
local AMD_ATI="$(lspci | grep AMD/ATI)"
|
||||||
if [ ! -z "${AMD_ATI}" ] && [ "${PORTWINE_ACO}" -eq "1" ]
|
if [ ! -z "${AMD_ATI}" ]
|
||||||
|
then
|
||||||
|
export DXVK_CONFIG_FILE="${PORT_WINE_PATH}/data/dxvk_amd.conf"
|
||||||
|
if [ "${PORTWINE_ACO}" -eq "1" ]
|
||||||
then
|
then
|
||||||
export RADV_PERFTEST=aco
|
export RADV_PERFTEST=aco
|
||||||
echo "ACO is enabled"
|
echo "ACO is enabled"
|
||||||
@ -144,6 +148,7 @@ else
|
|||||||
echo "ACO is disabled"
|
echo "ACO is disabled"
|
||||||
fi
|
fi
|
||||||
fi
|
fi
|
||||||
|
fi
|
||||||
if [ "${var_dxvk_on}" -eq "1" ]
|
if [ "${var_dxvk_on}" -eq "1" ]
|
||||||
then
|
then
|
||||||
export DXVK_HUD=0
|
export DXVK_HUD=0
|
||||||
@ -151,7 +156,6 @@ elif [ "${var_dxvk_on}" -eq "2" ]
|
|||||||
then
|
then
|
||||||
export DXVK_HUD="fps,devinfo,version"
|
export DXVK_HUD="fps,devinfo,version"
|
||||||
fi
|
fi
|
||||||
#export DXVK_CONFIG_FILE="${PORT_WINE_PATH}/data/dxvk.conf"
|
|
||||||
export def_pfx="${PORT_WINE_PATH}data/dist/share/default_pfx/"
|
export def_pfx="${PORT_WINE_PATH}data/dist/share/default_pfx/"
|
||||||
if [ ! -d "${def_pfx}" ]
|
if [ ! -d "${def_pfx}" ]
|
||||||
then
|
then
|
||||||
|
Loading…
Reference in New Issue
Block a user