diff --git a/data_from_portwine/dxvk_nvidia.conf b/data_from_portwine/dxvk.conf
similarity index 97%
rename from data_from_portwine/dxvk_nvidia.conf
rename to data_from_portwine/dxvk.conf
index 651f9882..8d967553 100755
--- a/data_from_portwine/dxvk_nvidia.conf
+++ b/data_from_portwine/dxvk.conf
@@ -24,11 +24,11 @@
#
# Supported values: Any four-digit hex number.
-# dxgi.customDeviceId = 0000
-# dxgi.customVendorId = 0000
+dxgi.customDeviceId = 10de
+dxgi.customVendorId = 10de
-# d3d9.customDeviceId = 0000
-# d3d9.customVendorId = 0000
+d3d9.customDeviceId = 10de
+d3d9.customVendorId = 10de
# Report Nvidia GPUs as AMD GPUs by default. This is enabled by default
@@ -39,7 +39,6 @@
dxgi.nvapiHack = True
-
# 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.
@@ -118,7 +117,7 @@ dxgi.nvapiHack = True
#
# Supported values: Any number between 8 and 64
-# d3d11.maxTessFactor = 8
+d3d11.maxTessFactor = 8
# Enables relaxed pipeline barriers around UAV writes.
@@ -137,8 +136,8 @@ dxgi.nvapiHack = True
#
# Supported values: Any number between 0 and 16
-# d3d11.samplerAnisotropy = 8
-# d3d9.samplerAnisotropy = 8
+d3d11.samplerAnisotropy = 8
+d3d9.samplerAnisotropy = 8
# Declares vertex positions as invariant in order to solve
diff --git a/data_from_portwine/dxvk_amd.conf b/data_from_portwine/dxvk_amd.conf
deleted file mode 100755
index 44bd1893..00000000
--- a/data_from_portwine/dxvk_amd.conf
+++ /dev/null
@@ -1,333 +0,0 @@
-# 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
diff --git a/data_from_portwine/icons/debug.svg b/data_from_portwine/icons/debug.svg
new file mode 100644
index 00000000..308f9adf
--- /dev/null
+++ b/data_from_portwine/icons/debug.svg
@@ -0,0 +1,41 @@
+
+
+
diff --git a/data_from_portwine/icons/delete.svg b/data_from_portwine/icons/delete.svg
new file mode 100644
index 00000000..903055b9
--- /dev/null
+++ b/data_from_portwine/icons/delete.svg
@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/data_from_portwine/icons/info.svg b/data_from_portwine/icons/info.svg
new file mode 100644
index 00000000..8fa44194
--- /dev/null
+++ b/data_from_portwine/icons/info.svg
@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/data_from_portwine/icons/restart.svg b/data_from_portwine/icons/restart.svg
new file mode 100644
index 00000000..76b93255
--- /dev/null
+++ b/data_from_portwine/icons/restart.svg
@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/data_from_portwine/icons/settings.svg b/data_from_portwine/icons/settings.svg
new file mode 100644
index 00000000..822e2193
--- /dev/null
+++ b/data_from_portwine/icons/settings.svg
@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/data_from_portwine/scripts/runlib b/data_from_portwine/scripts/runlib
index 7759ba88..a991516c 100755
--- a/data_from_portwine/scripts/runlib
+++ b/data_from_portwine/scripts/runlib
@@ -149,19 +149,12 @@ if [ -x "`which nvidia-settings 2>/dev/null`" ]; then
export __GL_SHADER_DISK_CACHE=1
export __GL_SHADER_DISK_CACHE_SIZE=1000000000
export __GL_THREADED_OPTIMIZATIONS=1
- export DXVK_CONFIG_FILE="${PORT_WINE_PATH}/data/dxvk_nvidia.conf"
- if [ ! -z "${WINEDLLOVERRIDES}" ]; then
- export WINEDLLOVERRIDES="nvapi,nvapi64=;${WINEDLLOVERRIDES}"
- else
- export WINEDLLOVERRIDES="nvapi,nvapi64="
- fi
else
export DRI_PRIME=1
export vblank_mode=0
export mesa_glthread=true
export AMD_ATI="$(lspci | grep AMD/ATI)"
if [ ! -z "${AMD_ATI}" ]; then
-# export DXVK_CONFIG_FILE="${PORT_WINE_PATH}/data/dxvk_amd.conf"
if [ "${PW_ACO}" = "1" ]; then
export RADV_PERFTEST=aco
echo "ACO is enabled"
@@ -170,6 +163,12 @@ else
fi
fi
fi
+if [ ! -z "${WINEDLLOVERRIDES}" ]; then
+ export WINEDLLOVERRIDES="nvapi,nvapi64=;${WINEDLLOVERRIDES}"
+else
+ export WINEDLLOVERRIDES="nvapi,nvapi64="
+fi
+export DXVK_CONFIG_FILE="${PORT_WINE_PATH}/data/dxvk.conf"
########################################################################
export def_pfx="${PORT_WINE_PATH}/data/dist/share/default_pfx/"
if [ ! -d "${def_pfx}" ]; then