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	Add dxvk.conf file to data
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							| @@ -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 = 0 | ||||
| # d3d9.maxFrameLatency = 0 | ||||
|  | ||||
|  | ||||
| # 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 = 0000 | ||||
|  | ||||
| # d3d9.customDeviceId = 0000 | ||||
| # d3d9.customVendorId = 0000 | ||||
|  | ||||
|  | ||||
| # 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 = 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. | ||||
| # | ||||
| # 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 = 0 | ||||
|  | ||||
|  | ||||
| # 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 = -1 | ||||
| # d3d9.samplerAnisotropy  = -1 | ||||
|  | ||||
|  | ||||
| # 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 | ||||
| @@ -106,6 +106,7 @@ elif [ "${var_dxvk_on}" -eq "2" ] | ||||
| then | ||||
|     export DXVK_HUD="fps,devinfo" | ||||
| fi | ||||
| export DXVK_CONFIG_FILE="${PORT_WINE_PATH}/data/dxvk.conf" | ||||
| export def_pfx="${PORT_WINE_PATH}data/dist/share/default_pfx/" | ||||
| if [ ! -d "${def_pfx}" ] | ||||
| then | ||||
|   | ||||
| @@ -36,7 +36,6 @@ else        ###DXVK### | ||||
|     export launch_parameters="" | ||||
|     export vblank_mode=1 | ||||
|     export __GL_SYNC_TO_VBLANK=1 | ||||
| #   export DXVK_CONFIG_FILE="${PATH_TO_GAME}"/dxvk.conf | ||||
|     export PROTON_USE_WINED3D=0 | ||||
|     export PROTON_USE_D9VK=1 | ||||
|     export PROTON_NO_D3D11=0 | ||||
|   | ||||
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