diff --git a/dxvk.conf b/dxvk.conf index 308f58fe3..b786088bd 100644 --- a/dxvk.conf +++ b/dxvk.conf @@ -276,14 +276,6 @@ # dxvk.zeroMappedMemory = False -# Resource size limit for implicit discards, in kilobytes. For small staging -# resources mapped with MAP_WRITE, DXVK will sometimes allocate new backing -# storage in order to avoid GPU synchronization, so setting this too high -# may cause memory issues, setting it to -1 disables the feature. - -# d3d11.maxImplicitDiscardSize = 256 - - # Resource size limit for buffer-mapped dynamic images, in kilobytes. # A higher threshold may reduce memory usage and PCI-E bandwidth in # some games, but may also increase GPU synchronizations. Setting it diff --git a/src/d3d11/d3d11_context_imm.cpp b/src/d3d11/d3d11_context_imm.cpp index cc7974c50..a97df7222 100644 --- a/src/d3d11/d3d11_context_imm.cpp +++ b/src/d3d11/d3d11_context_imm.cpp @@ -17,7 +17,6 @@ namespace dxvk { const Rc& Device) : D3D11CommonContext(pParent, Device, 0, DxvkCsChunkFlag::SingleUse), m_csThread(Device, Device->createContext()), - m_maxImplicitDiscardSize(pParent->GetOptions()->maxImplicitDiscardSize), m_submissionFence(new sync::CallbackFence()), m_flushTracker(pParent->GetOptions()->reproducibleCommandStream), m_stagingBufferFence(new sync::Fence(0)), diff --git a/src/d3d11/d3d11_context_imm.h b/src/d3d11/d3d11_context_imm.h index 59cad4ed0..68958043b 100644 --- a/src/d3d11/d3d11_context_imm.h +++ b/src/d3d11/d3d11_context_imm.h @@ -117,8 +117,6 @@ namespace dxvk { uint32_t m_mappedImageCount = 0u; - VkDeviceSize m_maxImplicitDiscardSize = 0ull; - Rc m_submissionFence; uint64_t m_submissionId = 0ull; DxvkSubmitStatus m_submitStatus; diff --git a/src/d3d11/d3d11_options.cpp b/src/d3d11/d3d11_options.cpp index 0829e1123..19a7adc6a 100644 --- a/src/d3d11/d3d11_options.cpp +++ b/src/d3d11/d3d11_options.cpp @@ -36,11 +36,6 @@ namespace dxvk { // Clamp LOD bias so that people don't abuse this in unintended ways this->samplerLodBias = dxvk::fclamp(this->samplerLodBias, -2.0f, 1.0f); - int32_t maxImplicitDiscardSize = config.getOption("d3d11.maxImplicitDiscardSize", 256); - this->maxImplicitDiscardSize = maxImplicitDiscardSize >= 0 - ? VkDeviceSize(maxImplicitDiscardSize) << 10 - : VkDeviceSize(~0ull); - int32_t maxDynamicImageBufferSize = config.getOption("d3d11.maxDynamicImageBufferSize", -1); this->maxDynamicImageBufferSize = maxDynamicImageBufferSize >= 0 ? VkDeviceSize(maxDynamicImageBufferSize) << 10 diff --git a/src/d3d11/d3d11_options.h b/src/d3d11/d3d11_options.h index aabb93c5b..b17054b7b 100644 --- a/src/d3d11/d3d11_options.h +++ b/src/d3d11/d3d11_options.h @@ -80,9 +80,6 @@ namespace dxvk { /// a higher value. May help with frame timing issues. int32_t maxFrameLatency; - /// Limit discardable resource size - VkDeviceSize maxImplicitDiscardSize; - /// Limit size of buffer-mapped images VkDeviceSize maxDynamicImageBufferSize; diff --git a/src/util/config/config.cpp b/src/util/config/config.cpp index 198129c9a..cc7badc3f 100644 --- a/src/util/config/config.cpp +++ b/src/util/config/config.cpp @@ -101,7 +101,6 @@ namespace dxvk { * set of resources multiple times per frame. */ { R"(\\QuantumBreak\.exe$)", {{ { "d3d11.zeroInitWorkgroupMemory", "True" }, - { "d3d11.maxImplicitDiscardSize", "-1" }, }} }, /* Anno 2205: Random crashes with state cache */ { R"(\\anno2205\.exe$)", {{