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Check for UMA flag on D3D12 to detect integrated GPUs.
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3 changed files with 19 additions and 4 deletions
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@ -3324,6 +3324,14 @@ namespace plume {
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dynamicDepthBiasOption = d3d12Options16.DynamicDepthBiasSupported;
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}
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// Check if the architecture has UMA.
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bool uma = false;
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D3D12_FEATURE_DATA_ARCHITECTURE1 architecture1 = {};
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res = deviceOption->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE1, &architecture1, sizeof(architecture1));
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if (SUCCEEDED(res)) {
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uma = architecture1.UMA;
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}
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// Pick this adapter and device if it has better feature support than the current one.
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bool preferOverNothing = (adapter == nullptr) || (d3d == nullptr);
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bool preferVideoMemory = adapterDesc.DedicatedVideoMemory > description.dedicatedVideoMemory;
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@ -3346,6 +3354,7 @@ namespace plume {
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capabilities.sampleLocations = samplePositionsOption;
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capabilities.triangleFan = triangleFanSupportOption;
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capabilities.dynamicDepthBias = dynamicDepthBiasOption;
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capabilities.uma = uma;
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description.name = Utf16ToUtf8(adapterDesc.Description);
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description.dedicatedVideoMemory = adapterDesc.DedicatedVideoMemory;
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@ -1789,6 +1789,9 @@ namespace plume {
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// Draw.
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bool triangleFan = false;
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bool dynamicDepthBias = false;
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// UMA.
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bool uma = false;
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};
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struct RenderInterfaceCapabilities {
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@ -1499,7 +1499,8 @@ static void ApplyLowEndDefaults()
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ApplyLowEndDefault(Config::TransparencyAntiAliasing, false, changed);
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ApplyLowEndDefault(Config::GITextureFiltering, EGITextureFiltering::Bilinear, changed);
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if (changed) {
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if (changed)
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{
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Config::Save();
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}
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}
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@ -1551,20 +1552,22 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver)
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return false;
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}
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g_capabilities = g_device->getCapabilities();
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LoadEmbeddedResources();
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constexpr uint64_t LowEndMemoryLimit = 2048ULL * 1024ULL * 1024ULL;
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RenderDeviceDescription deviceDescription = g_device->getDescription();
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bool lowEndType = deviceDescription.type != RenderDeviceType::UNKNOWN && deviceDescription.type != RenderDeviceType::DISCRETE;
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bool lowEndMemory = deviceDescription.dedicatedVideoMemory < LowEndMemoryLimit;
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if (lowEndType || lowEndMemory)
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bool lowEndUMA = deviceDescription.type == RenderDeviceType::UNKNOWN && g_capabilities.uma;
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if (lowEndType || lowEndMemory || lowEndUMA)
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{
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// Switch to low end defaults if a non-discrete GPU was detected or a low amount of VRAM was detected.
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// Checking for UMA on D3D12 seems to be a reliable way to detect integrated GPUs.
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ApplyLowEndDefaults();
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}
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g_capabilities = g_device->getCapabilities();
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g_queue = g_device->createCommandQueue(RenderCommandListType::DIRECT);
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for (auto& commandList : g_commandLists)
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