From d04fe1cdc026bc691e79f28d3e376b1c0d9b98cc Mon Sep 17 00:00:00 2001 From: Philip Rebohle Date: Tue, 4 Mar 2025 21:49:08 +0100 Subject: [PATCH] [meta] Add some missing documentation to dxvk.conf --- dxvk.conf | 36 +++++++++++++++++++++++++++++------- 1 file changed, 29 insertions(+), 7 deletions(-) diff --git a/dxvk.conf b/dxvk.conf index 8e8eb0166..847826a62 100644 --- a/dxvk.conf +++ b/dxvk.conf @@ -246,23 +246,25 @@ # 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. +# +# Ignores write-after-write hazards in compute shaders, and all UAV +# hazards in graphics shaders. 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 -# Ignores barriers around UAV writes from fragment shaders. +# Enables relaxed UAV pipeline barriers in graphics shaders only. # -# This may improve performance in some games, but may also introduce -# rendering issues. Please don't report bugs with the option enabled. +# Similar to the relaxedBarriers option, except it does not apply to +# compute UAVs. Please do not report bugs with this option enabled. # # Supported values: True, False -# d3d11.ignoreGraphicsBarriers = False +# d3d11.relaxedGraphicsBarriers = False # Overrides anisotropic filtering for all samplers. Set this to a positive @@ -330,6 +332,26 @@ # d3d11.zeroWorkgroupMemory = False +# Forces insertion of memory barriers after writes to group-shared memory in +# compute shaders. This is only intended to be used as a workaround for games +# that don't properly synchronize access to groupshard variables, and may have +# a negative performance impact as it prevents compiler optimizations. +# +# Supported values: True, False + +# d3d11.forceVolatileTgsmAccess = False + + +# Forces insertion of full memory and control barriers after accessing any +# read-write UAV inside compute shaders. This is only intended to be used as +# a workaround for games that do not synchronize access to coherent UAVs, +# and will likely have a negative performance impact. +# +# Supported values: True, False + +# d3d11.forceComputeUavBarriers = False + + # Clears mapped memory to zero when suballocated memory is freed. This will # drastically increase CPU overhead and should only be used as a last resort # if a game does not properly initialize mapped buffers on its own.