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@@ -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