default risky Vulkan optimizations off

This commit is contained in:
mchughalex 2026-06-30 21:57:58 +01:00
parent 8ce31c280a
commit 4741ffbbd2
3 changed files with 4 additions and 4 deletions

View file

@ -142,7 +142,7 @@ REXCVAR_DEFINE_BOOL(vulkan_reuse_transient_texture_descriptors, true, "GPU/Vulka
"unchanged instead of allocating and writing new ones for every draw")
.lifecycle(rex::cvar::Lifecycle::kHotReload);
REXCVAR_DEFINE_BOOL(vulkan_push_constants_descriptors, true, "GPU/Vulkan",
REXCVAR_DEFINE_BOOL(vulkan_push_constants_descriptors, false, "GPU/Vulkan",
"Use VK_KHR_push_descriptor for the guest constant buffer descriptor set "
"instead of allocating and writing a transient descriptor set whenever "
"constants change (requires driver support; applied at startup)");

View file

@ -50,7 +50,7 @@ REXCVAR_DEFINE_BOOL(vulkan_direct_resolve_fast32, true, "GPU/Vulkan",
"direct_host_resolve)")
.lifecycle(rex::cvar::Lifecycle::kHotReload);
REXCVAR_DEFINE_BOOL(vulkan_deferred_resolve_clears, true, "GPU/Vulkan",
REXCVAR_DEFINE_BOOL(vulkan_deferred_resolve_clears, false, "GPU/Vulkan",
"Defer resolve clears of host render targets and replay them inside the next "
"render pass binding the render target, instead of a dedicated render pass "
"with an attachment clear per resolve")

View file

@ -47,13 +47,13 @@ REXCVAR_DEFINE_INT32(vulkan_debug_log_3d_as_2d_remaining, 0, "GPU/Vulkan",
.lifecycle(rex::cvar::Lifecycle::kHotReload)
.debug_only();
REXCVAR_DEFINE_BOOL(vulkan_texel_buffer_texture_loads, true, "GPU/Vulkan",
REXCVAR_DEFINE_BOOL(vulkan_texel_buffer_texture_loads, false, "GPU/Vulkan",
"Read guest texture data through uniform texel buffers instead of raw "
"storage buffer loads where a texel-buffer variant of the load shader is "
"available - much faster for the tiled access pattern on some hosts")
.lifecycle(rex::cvar::Lifecycle::kHotReload);
REXCVAR_DEFINE_BOOL(vulkan_storage_image_texture_loads, true, "GPU/Vulkan",
REXCVAR_DEFINE_BOOL(vulkan_storage_image_texture_loads, false, "GPU/Vulkan",
"Write guest texture data directly from the load shader through a storage "
"image where a variant of the load shader is available, instead of going "
"through an intermediate buffer and a buffer-to-image copy - the copy is "