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 @@ +<?xml version="1.0" encoding="iso-8859-1"?> +<!-- Generator: Adobe Illustrator 21.0.0, SVG Export Plug-In . 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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