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Don't use the bind path for UMA GPUs
It turns out to be very marginally slower on RDNA2 iGPUs.
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@ -233,22 +233,10 @@ bool D3D11VARenderer::createDeviceByAdapterIndex(int adapterIndex, bool* adapter
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bool ok;
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bool ok;
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m_BindDecoderOutputTextures = !!qEnvironmentVariableIntValue("D3D11VA_FORCE_BIND", &ok);
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m_BindDecoderOutputTextures = !!qEnvironmentVariableIntValue("D3D11VA_FORCE_BIND", &ok);
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if (!ok) {
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if (!ok) {
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D3D11_FEATURE_DATA_D3D11_OPTIONS2 options = {};
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m_Device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS2, &options, sizeof(options));
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Unified memory: %s",
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options.UnifiedMemoryArchitecture ? "yes" : "no");
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// Skip copying to our own internal texture on Intel GPUs due to
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// Skip copying to our own internal texture on Intel GPUs due to
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// significant performance impact of the extra copy. See:
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// significant performance impact of the extra copy. See:
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// https://github.com/moonlight-stream/moonlight-qt/issues/1304
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// https://github.com/moonlight-stream/moonlight-qt/issues/1304
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//
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m_BindDecoderOutputTextures = adapterDesc.VendorId == 0x8086;
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// We also don't copy for modern UMA GPUs from other vendors to
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// avoid performance impact due to shared system memory accesses.
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m_BindDecoderOutputTextures =
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adapterDesc.VendorId == 0x8086 ||
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(featureLevel >= D3D_FEATURE_LEVEL_11_1 && options.UnifiedMemoryArchitecture);
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}
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}
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else {
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else {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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