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author | Niklas Haas <git@haasn.xyz> | 2017-10-07 21:36:16 +0200 |
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committer | Martin Herkt <652892+lachs0r@users.noreply.github.com> | 2017-12-25 00:47:53 +0100 |
commit | 286d421666fd812dc4d01e580204cf63b49fec45 (patch) | |
tree | b5fb0257aca4f56a62c0e9ae4211a95c01163214 /DOCS | |
parent | a6aab5dfd6d94be4e2a07c2bf6044f621b28e631 (diff) | |
download | mpv-286d421666fd812dc4d01e580204cf63b49fec45.tar.bz2 mpv-286d421666fd812dc4d01e580204cf63b49fec45.tar.xz |
vo_gpu: vulkan: allow disabling async tf/comp
Async compute in particular seems to cause problems on some drivers, and
even when supprted the benefits are not that massive from the tests I
have seen, so it's probably safe to keep off by default.
Async transfer on the other hand seems to work better and offers a more
substantial improvement, so it's kept on.
Diffstat (limited to 'DOCS')
-rw-r--r-- | DOCS/man/options.rst | 17 |
1 files changed, 17 insertions, 0 deletions
diff --git a/DOCS/man/options.rst b/DOCS/man/options.rst index f50f67a203..ed27598b8a 100644 --- a/DOCS/man/options.rst +++ b/DOCS/man/options.rst @@ -4298,6 +4298,23 @@ The following video options are currently all specific to ``--vo=gpu`` and 1), but it can also slow things down on hardware where there's no true parallelism between queues. (Default: 1) +``--vulkan-async-transfer`` + Enables the use of async transfer queues on supported vulkan devices. Using + them allows transfer operations like texture uploads and blits to happen + concurrently with the actual rendering, thus improving overall throughput + and power consumption. Enabled by default, and should be relatively safe. + +``--vulkan-async-compute`` + Enables the use of async compute queues on supported vulkan devices. Using + this, in theory, allows out-of-order scheduling of compute shaders with + graphics shaders, thus enabling the hardware to do more effective work while + waiting for pipeline bubbles and memory operations. Not beneficial on all + GPUs. It's worth noting that if async compute is enabled, and the device + supports more compute queues than graphics queues (bound by the restrictions + set by ``--vulkan-queue-count``), mpv will internally try and prefer the + use of compute shaders over fragment shaders wherever possible. Not enabled + by default, since it seems to cause issues with some drivers. + ``--d3d11-warp=<yes|no|auto>`` Use WARP (Windows Advanced Rasterization Platform) with the D3D11 GPU backend (default: auto). This is a high performance software renderer. By |