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  1. ; ------------------------------------------------------------------------------------------------------
  2. ; Additional configuration files
  3. ; ------------------------------------------------------------------------------------------------------
  4. [Include]
  5. ; If you were using 3DMigoto as a full modding platform for a given game
  6. ; instead of just a single stand-alone mod (e.g. facilitating mesh/texture
  7. ; replacements or other graphics mods), you can include an entire directory
  8. ; where users can extract third party mods created by others and 3DMigoto will
  9. ; include every .ini file and any external files referred to by CustomShader /
  10. ; Resource sections (Replaced shaders in these mods should still go in
  11. ; ShaderFixes for now, unless the modders want to use CustomShaders or
  12. ; ShaderRegex to keep them standalone).
  13. include_recursive = Mods
  14. exclude_recursive = DISABLED*
  15.  
  16. ; Uncomment to enable a custom shader that allows the stereo output mode to be
  17. ; upscaled. NOTE: uncomment only if 'upscaling' and resolution are not zero in
  18. ; the [Device] section.
  19. ;include = ShaderFixes\upscale.ini
  20.  
  21. ; Uncomment to enable a custom shader that implements a software mouse cursor.
  22. ; Use in games that use a hardware cursor if you want to be able to adjust the
  23. ; stereo depth of the mouse, or to work with the below 3DVision2SBS shader.
  24. ; Note that this shader has a higher latency than the hardware cursor!
  25. ;include = ShaderFixes\mouse.ini
  26.  
  27. ; Uncomment to enable a custom shader that allows the stereo output mode to be
  28. ; changed to Side-by-Side or Top-and-Bottom via the F11 key. If you are using
  29. ; SLI and this isn't working properly (partially blank or stuck image) you may
  30. ; need to also set StereoFlagsDX10 = 0x00000008 in the [Profile] section. You
  31. ; can set a default mode by altering $\ShaderFixes\3dvision2sbs.ini\mode in the
  32. ; [Constants] section:
  33. ;include = ShaderFixes\3dvision2sbs.ini
  34.  
  35.  
  36. ;------------------------------------------------------------------------------------------------------
  37. ; Logging options.
  38. ; Comment line or set value to 0 for no logging.
  39. ;------------------------------------------------------------------------------------------------------
  40. [Logging]
  41.  
  42. ; Log all API usage
  43. calls=1
  44.  
  45. ; Log Input key actions
  46. input=1
  47.  
  48. ; Super verbose massive log
  49. debug=0
  50.  
  51. ; Unbuffered logging to avoid missing anything at file end
  52. unbuffered=0
  53.  
  54. ; Force the CPU affinity to use only a single CPU for debugging multi-threaded
  55. force_cpu_affinity=0
  56.  
  57. ; Log NVAPI convergence modifications
  58. convergence=1
  59. ; Log NVAPI separation modifications
  60. separation=1
  61.  
  62. ; Enable 3DMigoto's deadlock detection algorithm. If you get hangs (not
  63. ; crashes) this might help find out why.
  64. debug_locks=0
  65.  
  66. ; ------------------------------------------------------------------------------------------------------
  67. ; Command list to run on launch / after config reload.
  68. ; ------------------------------------------------------------------------------------------------------
  69. [Constants]
  70. x20=1
  71. x21=0.5
  72.  
  73. [Key_CYF4]
  74. Key = VK_F4
  75. type = cycle
  76. x20 = 0.5, 1
  77.  
  78. [Key_CYF5]
  79. Key = VK_F5
  80. type = cycle
  81. x21 = 0.5, 1
  82. ; Declare named global variables here to use them from other command lists,
  83. ; [Key] bindings and [Preset]s. Named variables are namespaced so that any
  84. ; included ini files can use their own without worrying about name clashes:
  85. ;global $my_named_variable = 0.0
  86.  
  87. ; Mark a variable as persist[ent] to automatically save it to the
  88. ; d3dx_user.ini on exit or F10 (config_reload). Use Ctrl+Alt+F10
  89. ; (wipe_user_config) to discard persistent values:
  90. ;global persist $some_persistent_variable = 1
  91.  
  92. ; Set the initial value of "IniParams" variables, which are accessible from
  93. ; within shaders, but they are not namespaced and too many can become unwieldy:
  94. ;x = 0.8
  95. ;y = 1.0
  96. ;z = 1.2
  97. ;w = 2.0
  98. ;y1 = 3
  99.  
  100. ; This is used by the 3DVision2SBS custom shader. To use, find the [Include]
  101. ; section above and uncomment the 'include = ShaderFixes\3dvision2sbs.ini'
  102. ; line. F11 will cycle between these modes while playing, and the current
  103. ; value will be automatically saved to the d3dx_user.ini on exit / F10:
  104. ; 0 = Regular 3D Vision
  105. ; 1 = Reversed 3D Vision
  106. ; 2 = Side by Side
  107. ; 3 = Reversed Side by Side
  108. ; 4 = Top and Bottom
  109. ; 5 = Reversed Top and Bottom
  110. ; 6 = Line interlacing
  111. ; 7 = Reversed Line interlacing
  112. ;$\ShaderFixes\3dvision2sbs.ini\mode = 0
  113.  
  114.  
  115. ;------------------------------------------------------------------------------------------------------
  116. ; Custom settings override for any of [convergence, separation, x, y, z, w]
  117. ;
  118. ; Four types are supported - by default the bindings will simply load the
  119. ; configured settings, but type=hold can be specified to have a preset
  120. ; active while the button is held, type=toggle can be used to make a simple
  121. ; on/off toggle, and type=cycle can be used to cycle forwards and/or backwards
  122. ; between several presets.
  123. ;
  124. ; Delays (type=hold only) and linear or cosine trasition periods (any key type)
  125. ; can be used to better synchonrise setting changes to the game's animations,
  126. ; or to smoothly adjust UI elements over a short period of time.
  127. ;
  128. ; Key bindings: For A-Z and 0-9 on the number row, just use that single
  129. ; character. For everything else (including mouse buttons), use the virtual key
  130. ; name (with or without the VK_ prefix) or hex code from this article:
  131. ; http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx
  132. ;
  133. ; Key combinations can be specified by separating key names with spaces, e.g.
  134. ; "Shift Q". It is also possible to indicate that a key must *not* be held for
  135. ; the binding to activate, e.g. "NO_ALT F1" would prevent the binding from
  136. ; activating when taking a 3D Screenshot with Alt F1. "NO_MODIFIERS" may be
  137. ; used as a shorthand for excluding all standard modifiers (Ctrl, Alt, Shift,
  138. ; Windows).
  139. ;
  140. ; Keys can also be from XBox controllers using:
  141. ; XB_LEFT_TRIGGER, XB_RIGHT_TRIGGER,
  142. ; XB_LEFT_SHOULDER, XB_RIGHT_SHOULDER,
  143. ; XB_LEFT_THUMB, XB_RIGHT_THUMB,
  144. ; XB_DPAD_UP, XB_DPAD_DOWN, XB_DPAD_LEFT, XB_DPAD_RIGHT,
  145. ; XB_A, XB_B, XB_X, XB_Y, XB_START, XB_BACK, XB_GUIDE
  146. ; By default all attached controllers are used - to associate a binding with a
  147. ; specific controller add the controller number 1-4 to the prefix, like
  148. ; XB2_LEFT_TRIGGER, though this may be more useful for hunting than playing.
  149. ;
  150. ; Multiple keys may be set in a single [Key] section to allow keyboard and xbox
  151. ; controller toggles and cycles to share the same state as each other.
  152. ;------------------------------------------------------------------------------------------------------
  153.  
  154. ; Example for changing default settings
  155. ;[KeyBasicExample]
  156. ;Key = z
  157. ;separation = 100.0
  158. ;convergence = 4.0
  159. ;x = 0.98
  160. ; Named variables declared in [Constants] can be set here:
  161. ;$my_named_variable = 2
  162.  
  163. ; Example to support momentary hold type overrides, like aiming. Shows how to
  164. ; bind two separate buttons to the same action.
  165. ;[KeyMomentaryHoldExample]
  166. ;Key = RBUTTON
  167. ;Key = XB_LEFT_TRIGGER
  168. ;convergence = 0.1
  169. ;type = hold
  170.  
  171. ; Example for a toggle override that remembers the previous value and restores
  172. ; it automatically when pressed a second time.
  173. ;[KeyToggleExample]
  174. ;Key = q
  175. ;separation = 0.1
  176. ;type = toggle
  177. ;y = 0.0
  178.  
  179. ; Example for using a smart cycle type instead of a toggle. Smart is now the
  180. ; default for cycles, and when activated it will quickly check if the current
  181. ; values match its current cycle preset and resynchronise if necessary. This is
  182. ; better than type=toggle if you always want to toggle between exactly two
  183. ; values specified here, while type=toggle is better if you want to remember
  184. ; some arbitrary current value and return to it:
  185. ;[KeySmartCycleExample]
  186. ;Key = w
  187. ;type = cycle
  188. ;smart = true
  189. ;$some_variable = 0, 1
  190.  
  191. ; Example for a momentary hold, but with a delay followed by a smooth
  192. ; transition (ms) on hold and release to sync better with the game. Note that
  193. ; delay only works with type=hold (for now), while transitions will work with
  194. ; all types.
  195. ;[KeyDelayAndTransitionExample]
  196. ;Key = RBUTTON
  197. ;Key = XB_LEFT_TRIGGER
  198. ;type = hold
  199. ;y = 0.25
  200. ;delay = 100
  201. ;transition = 100
  202. ;transition_type = linear
  203. ;release_delay = 0
  204. ;release_transition = 500
  205. ;release_transition_type = cosine
  206.  
  207. ; Example of a cycle transition that might be used to provide several presets
  208. ; that set both convergence and UI depth to suit different scenes in a game.
  209. ; Cosine transitions are used to smooth the changes over 1/10 of a second.
  210. ; Both keyboard and Xbox controller buttons are bound to this same cycle, so
  211. ; that they can be used interchangeably and remember the same position in the
  212. ; preset list. A second key is used to cycle backwards through the presets, and
  213. ; wrapping from one end of the list to the other is disabled.
  214. ;[KeyCycleExample]
  215. ;Key = E
  216. ;Key = XB_RIGHT_SHOULDER
  217. ;Back = Q
  218. ;Back = XB_LEFT_SHOULDER
  219. ;type = cycle
  220. ;wrap = false
  221. ;convergence = 1.45, 1.13, 0.98
  222. ;z = 0.25, 0.5, 0.75
  223. ;transition = 100
  224. ;transition_type = cosine
  225.  
  226. ; Keys can only directly set variables to simple values. If you want to do
  227. ; something more advanced, you may need to call a command list from the key
  228. ; binding. type=hold/toggle keys will run the post phase of the command list on
  229. ; release.
  230. ;[KeyCommandListExample]
  231. ;key = f
  232. ;run = CommandListF
  233. ;[CommandListF]
  234. ;if $foo == 0 && cursor_showing
  235. ; $foo = $bar * 3.14 / rt_width
  236. ;else
  237. ; $foo = 0
  238. ;endif
  239.  
  240. ; Example of a preset override that can be referenced by one or more [ShaderOverride*]
  241. ; sections which can be activated / deactivated automatically when one of the shader
  242. ; overrides is activated / deactivated. This is useful for setting automatic
  243. ; convergence for specific scene.
  244. ;[PresetExample]
  245. ;convergence = 0
  246. ;$some_variable = 1
  247. ;transition = 100
  248. ;transition_type = linear
  249.  
  250.  
  251. ;------------------------------------------------------------------------------------------------------
  252. ; Shader hunting options.
  253. ; Default setup is to use keyboard similar to Helix presets
  254. ;------------------------------------------------------------------------------------------------------
  255. [Hunting]
  256.  
  257. ; 0: Release mode is with shader hunting disabled, optimized for speed.
  258. ; 1: Hunting mode enabled
  259. ; 2: Hunting mode "soft disabled" - can be turned on via the toggle_hunting key
  260. hunting=1
  261.  
  262. ; Highlight mode of currently selected shader / rendertarget.
  263. ; "skip" = skip shader. don't render anything using the currently selected shader.
  264. ; "original" = fall back to original shader if the currently selected shader was patched.
  265. ; "pink" = make the output hot pink to make it standout.
  266. ; "mono" = disable stereo for the selected shader / rendertarget.
  267. marking_mode=skip
  268.  
  269. ; Cycle through available marking modes. VK_DECIMAL VK_NUMPAD0
  270. ; means hold the dot on the number pad while pressing numpad 0:
  271. next_marking_mode = no_modifiers VK_DECIMAL VK_NUMPAD0
  272.  
  273. ; What action(s) to take when marking a selected shader/buffer
  274. ; "hlsl" = decompile shader to HLSL and copy to ShaderFixes
  275. ; "asm" = disassemble shader and copy to ShaderFixes (if hlsl is disabled or failed)
  276. ; "regex" = output ShaderRegex patched shader if applicable (NOTE: Will lose associated command list)
  277. ; "clipboard" = copy shader/buffer hash to clipboard
  278. ; "mono_snapshot" = take mono screenshot (previously called mark_snapshot=1)
  279. ; "stereo_snapshot" = take stereo screenshot (previously called mark_snapshot=2)
  280. ; "snapshot_if_pink" = limit mono/stereo_snapshot to when marking_mode=pink
  281. marking_actions = clipboard regex hlsl asm stereo_snapshot snapshot_if_pink
  282.  
  283. ; Key bindings: For A-Z and 0-9 on the number row, just use that single
  284. ; character. For everything else (including mouse buttons), use the virtual key
  285. ; name (with or without the VK_ prefix) or hex code from this article:
  286. ; http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx
  287. ;
  288. ; XBox controllers are supported using the same bindings as the [Key] sections
  289. ; (see above). If the game already uses the first controller you might try
  290. ; using the second controller for hunting with e.g. XB2_LEFT_SHOULDER
  291.  
  292. ; rotate through all VISIBLE pixel shaders at the current scene.
  293. previous_pixelshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD1
  294. next_pixelshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD2
  295. mark_pixelshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD3
  296.  
  297. ; rotate through all VISIBLE vertex shaders at the current scene.
  298. previous_vertexshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD4
  299. next_vertexshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD5
  300. mark_vertexshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD6
  301.  
  302. ; rotate through all USED index buffers at the current scene.
  303. previous_indexbuffer = no_modifiers NO_VK_DECIMAL VK_NUMPAD7
  304. next_indexbuffer = no_modifiers NO_VK_DECIMAL VK_NUMPAD8
  305. mark_indexbuffer = no_modifiers NO_VK_DECIMAL VK_NUMPAD9
  306.  
  307. ; rotate through all USED vertex buffers at the current scene.
  308. previous_vertexbuffer = no_modifiers NO_VK_DECIMAL VK_DIVIDE
  309. next_vertexbuffer = no_modifiers NO_VK_DECIMAL VK_MULTIPLY
  310. mark_vertexbuffer = no_modifiers NO_VK_DECIMAL VK_SUBTRACT
  311.  
  312. ; rotate through all USED render targets at the current scene.
  313. ;previous_rendertarget = no_modifiers VK_INSERT
  314. ;next_rendertarget = no_modifiers VK_HOME
  315. ;mark_rendertarget = no_modifiers VK_PAGEUP
  316.  
  317. ; rotate through all USED compute shaders at the current scene.
  318. previous_computeshader = no_modifiers VK_DECIMAL VK_NUMPAD1
  319. next_computeshader = no_modifiers VK_DECIMAL VK_NUMPAD2
  320. mark_computeshader = no_modifiers VK_DECIMAL VK_NUMPAD3
  321.  
  322. ; rotate through all VISIBLE geometry shaders at the current scene.
  323. previous_geometryshader = no_modifiers VK_DECIMAL VK_NUMPAD4
  324. next_geometryshader = no_modifiers VK_DECIMAL VK_NUMPAD5
  325. mark_geometryshader = no_modifiers VK_DECIMAL VK_NUMPAD6
  326.  
  327. ; rotate through all VISIBLE domain shaders at the current scene.
  328. previous_domainshader = no_modifiers VK_DECIMAL VK_NUMPAD7
  329. next_domainshader = no_modifiers VK_DECIMAL VK_NUMPAD8
  330. mark_domainshader = no_modifiers VK_DECIMAL VK_NUMPAD9
  331.  
  332. ; rotate through all VISIBLE hull shaders at the current scene.
  333. previous_hullshader = no_modifiers VK_DECIMAL VK_DIVIDE
  334. next_hullshader = no_modifiers VK_DECIMAL VK_MULTIPLY
  335. mark_hullshader = no_modifiers VK_DECIMAL VK_SUBTRACT
  336.  
  337. ; Re-enable shaders once done with hunting:
  338. done_hunting = NO_MODIFIERS NO_VK_DECIMAL VK_ADD
  339.  
  340. ; Screenshot as pns
  341. take_screenshot = no_modifiers VK_SNAPSHOT
  342.  
  343. ; reload all fixes from ShaderFixes folder
  344. reload_fixes = no_modifiers VK_F10
  345.  
  346. ; Key to turn hunting itself on/off. This will also show/hide overlay.
  347. ; Hunting must be set to either 1 or 2 to enable this toggle.
  348. toggle_hunting = no_modifiers NO_VK_DECIMAL VK_NUMPAD0
  349.  
  350. ; Key to reload the settings from the d3dx.ini without restarting. This can
  351. ; be the same key as reload_fixes for convenience, or a different key may be
  352. ; used to avoid resetting the ini parameters every time the shaders are
  353. ; reloaded. Note that not all settings can be reloaded, so if something doesn't
  354. ; work as expected you may still have to restart the game:
  355. reload_config = no_modifiers VK_F10
  356.  
  357. ; Deletes the d3dx_user.ini file and reloads settings to get a "clean slate"
  358. wipe_user_config = ctrl alt no_shift VK_F10
  359.  
  360. ; Hold this key to temporarily disable the fix - useful to quickly check what
  361. ; an effect looked like in the original game.
  362. show_original = no_modifiers VK_F9
  363.  
  364. ; Shows the CPU utilisation and performance impact of every active command list
  365. monitor_performance = ctrl no_shift no_alt F9
  366.  
  367. ; Freeze the current performance monitor display and log to the d3d11_log.txt
  368. freeze_performance_monitor = no_ctrl shift no_alt F9
  369.  
  370. ; Sets how often the performance monitor updates
  371. monitor_performance_interval = 2.0
  372.  
  373. ; Auto-repeat key rate in events per second.
  374. repeat_rate=6
  375.  
  376. ; Enabling this makes the overlay show the hashes of the currently selected
  377. ; shaders and index buffer during hunting. We don't actually recommend this,
  378. ; because writing down the hash from the screen is a bad habbit that tends to
  379. ; be very error prone - the recommended workflow is to dump the shaders to disk
  380. ; and check the most recently modified file in ShaderFixes, but advanced users
  381. ; can enable this if they want it:
  382. verbose_overlay = 0
  383.  
  384. ; tunable parameter to use in modified shaders as variable (StereoParams.Load(int3(1,0,0)).xyzw)
  385. ; enabling tuning results in a small performance hit because the parameter texture
  386. ;tune_enable=1
  387. ;tune_step=0.1
  388. ;tune1_up=VK_INSERT
  389. ;tune1_down=VK_DELETE
  390. ;tune2_up=X
  391. ;tune2_down=Z
  392.  
  393.  
  394. ; Dumps out a flight log of DirectX state changes and the contents of each
  395. ; render target after every immediate draw call for the next frame. Takes up a
  396. ; large amount of space, so disabled by default.
  397. ;analyse_frame = no_modifiers VK_F8
  398.  
  399. ; analyse_options specifies options for the frame analysis feature. Options can
  400. ; be combined by separating them with a space.
  401. ;
  402. ; Dumping selection (also refer to the "dump" command described below):
  403. ; dump_rt: Dumps render targets and UAVs
  404. ; dump_depth: Dumps depth/stencil targets
  405. ; dump_tex: Dumps shader resources (textures)
  406. ; dump_cb: Dumps constant buffers
  407. ; dump_vb: Dumps vertex buffers
  408. ; dump_ib: Dumps index buffers
  409. ;
  410. ; Texture2D format selection:
  411. ; jpg/jps: Dumps out 2D/stereo resources as .jps files. These are the easiest
  412. ; to work with and don't take up as much space as DDS files, but
  413. ; they are not dumped for every resource and are missing some data.
  414. ; dds: Dumps out 2D/stereo resources as .dds files. WARNING: This option
  415. ; may require hundreds of gigabytes and a long time! Only use it if
  416. ; you absolutely need more information than you can get otherwise.
  417. ; jps_dds: Dumps out .jps when possible, .dds otherwise (default).
  418. ; desc: Dumps out DirectX resource descriptions to .dsc files.
  419. ;
  420. ; Buffer format selection:
  421. ; buf: Dumps out buffers as binary .buf files
  422. ; txt: Decodes buffers as text, and includes some extra metadata not
  423. ; found in the .buf files. May not correctly decode all buffers.
  424. ; Default if dump_cb/vb/ib was specified.
  425. ; desc: Dumps out DirectX resource descriptions to .dsc files.
  426. ;
  427. ; Misc options:
  428. ; hold: Continue analysing subsequent frames while the key is held
  429. ; clear_rt: Clears each render target the first time they are used in the
  430. ; frame. Makes it easier to see what is being drawn if the game
  431. ; doesn't clear them, but might cause some effects not to render.
  432. ; filename_reg: Normally the draw number is the first part of the filename so
  433. ; that the files will be sorted in the order they were used in
  434. ; the game. Sometimes it is more desirable to examine how a
  435. ; specific output changed through the frame and this option will
  436. ; place the register number first in the filename to allow that.
  437. ; mono: Dump out mono textures instead of stereo. To dump both, specify
  438. ; 'mono stereo'. If neither are specified, defaults to stereo.
  439. ; dump_on_unmap: Dumps buffers/textures whenever the game maps them to the CPU
  440. ; with the Map() / Unmap() calls. Typically used to update
  441. ; constant buffers.
  442. ; dump_on_update: Dumps buffers/textures whenever the game updates them with
  443. ; the UpdateSubresource() call. Alternative method used to
  444. ; update constant buffers.
  445. ; share_dupes: Use a folder that is shared with subsequent frame analysis
  446. ; dumps for de-duplicating dumped resources. Makes future frame
  447. ; analysis dumps faster and use less disk space if there are a
  448. ; lot of identical textures, but less trivial to delete
  449. ; individual dump folders to reclaim disk space (i.e. all or
  450. ; nothing). Individual frame analysis folders are still
  451. ; de-duplicated regardless of this setting.
  452. ; symlink: Try to use symbolic links when de-duplicating files in a
  453. ; frame analysis dump. Requires developer mode to be enabled in
  454. ; Windows 10, and will fall back to hard links or shortcuts
  455. ; when not possible. Useful to see the relationship between
  456. ; deduplicated files, especially when working with cygwin, but
  457. ; some Windows applications may behave worse when using these.
  458. ;
  459. ; Experimental Deferred Context (multi-threaded rendering) Frame Analyis Support:
  460. ; deferred_ctx_immediate: Dumps resources from deferred contexts using the
  461. ; immediate context. Not suitable for dump_rt or other
  462. ; resources altered during the frame (by the GPU or CPU). May
  463. ; be ok for static unchanging resources, such as collecting HUD
  464. ; textures for filtering. Not thread safe - potential to crash.
  465. ; Recommended (not enforced) to use in conjunction with 'mono'.
  466. ; deferred_ctx_accurate: Delays dumping resources from deferred contexts
  467. ; until after the GPU has updated them. Copies of *all*
  468. ; resources being dumped are held in memory, so it may run out
  469. ; - try to restrict using this option to specific resources
  470. ; where it is needed - preferably via the "dump" command rather
  471. ; than the global analyse_options. Works with 'stereo'.
  472. ;
  473. ; analyse_options can also be specified in [ShaderOverride*] sections (or other
  474. ; command lists) to set up triggers to change the options mid-way through a
  475. ; frame analysis, either for a single draw call (default), or permanently (by
  476. ; adding the 'persist' keyword).
  477. ;
  478. ; Alternatively, "dump" can be specified in a [ShaderOverride*] section (or
  479. ; any other command list) to dump specific resources with per-resource options
  480. ; (e.g. "dump = dump_tex dds share_dupes mono ps-t0"), dump resources at a
  481. ; specific point in time (e.g. "pre dump = o0") or dump a custom resource that
  482. ; frame analysis cannot otherwise see (e.g. "dump = ResourceDepthBuffer"). Use
  483. ; additional "dump" commands to dump multiple resources.
  484. ;
  485. ;analyse_options = dump_rt jps clear_rt
  486.  
  487.  
  488.  
  489. ;------------------------------------------------------------------------------------------------------
  490. ; Chain load other wrapper DLLs instead of system DLLs.
  491. ;------------------------------------------------------------------------------------------------------
  492. [System]
  493.  
  494. ;proxy_d3d9=d3d9_helix.dll
  495. ;proxy_d3d11=d3d11_helix.dll
  496.  
  497. ; We force all LoadLibrary calls back to the game folder, because games
  498. ; and nvidia both break the loading chain by going directly to System32.
  499. ; load_library_redirect=0 for off, allowing all through unchanged.
  500. ; load_library_redirect=1 for nvapi.dll override only, forced to game folder.
  501. ; load_library_redirect=2 for both d3d11.dll and nvapi.dll forced to game folder.
  502. load_library_redirect=2
  503.  
  504. ; Only enable key input processing when the game is in the foreground:
  505. check_foreground_window=1
  506.  
  507. ; Options to use hooking instead of wrapping. Used in MGSV. Possible objects to hook include:
  508. ; deferred_contexts
  509. ; immediate_context
  510. ; device
  511. ; all - all of the above
  512. ; recommended - settings currently recommended by the 3DMigoto developers
  513. ;hook=recommended
  514.  
  515. ; Options to allow ID3D11Device to be created and wrapped. We have typically had good
  516. ; luck with returning an error for all non-dx11 requests, but some games error out
  517. ; with these checks in place.
  518. ; The allow_create_device allows D3D10 Device creation and is needed for some games.
  519. ; It has two options, allow_create_device=1, which will allow anything to go through
  520. ; without returning an error, and allow_create_device=2, which will force all requests
  521. ; to become D3D11 Devices, no matter what was passed in.
  522. ; The allow_platform_update option allows the D3D11Device1 and D3D11Context1
  523. ; interfaces introduced in Windows 8 and the platform update of Windows 7.
  524. ;
  525. ; Start with allow_check_interfaces, if that doesn't work
  526. ; then try allow_create_device=2, lastly try allow_create_device=1
  527. ;
  528. allow_check_interface=1
  529. allow_create_device=1
  530. allow_platform_update=1
  531.  
  532. ;------------------------------------------------------------------------------------------------------
  533. ; Settings used by the external 3DMigoto Loader
  534. ;------------------------------------------------------------------------------------------------------
  535. [Loader]
  536. ; Target process to load into. You can optionally include part of the directory
  537. ; structure in case the game's executable name is generic.
  538. ;target = \Dead or Alive 6\DOA6.exe
  539.  
  540. ; This tells the loader where to find 3DMigoto. This DLL must be located
  541. ; in the same directory as 3DMigoto Loader.exe and will be loaded in the target
  542. ; process under the same name. If d3d11.dll doesn't work try 3dmigoto.dll
  543. ;module = d3d11.dll
  544.  
  545. ; Uncomment to always elevate the loader to support games that run as admin.
  546. ; This will display a UAC prompt so only enable it if you actually need it.
  547. ;require_admin = true
  548.  
  549. ; Automatically launch the game from the loader. If you put the executable name
  550. ; here than the loader will need to be located in the game directory. You can
  551. ; use the full path, but that is not recommended to ship any fixes with since
  552. ; it will vary on a user's system. If the game is on Steam you can use the
  553. ; steam browser protocol to launch it, optionally passing it any command line
  554. ; arguments you need (unfortunately Steam pops a dialog to confirm command line
  555. ; parameters, which tends to end up behind other windows):
  556. ;launch = DOA6.exe
  557. ;launch = steam://run/838380/
  558. ;launch = steam://run/237850//-window-mode exclusive/
  559.  
  560. ; Delay this many extra seconds after confirming that 3DMigoto was loaded in
  561. ; the target process. For games that respawn themselves or have multiple
  562. ; executables of the same name when the first process we see may not be the
  563. ; actual one we need. Set to -1 to disable automatic shut down.
  564. ;delay = 20
  565.  
  566. ;------------------------------------------------------------------------------------------------------
  567. ; Settings to force display device to a specific mode.
  568. ; Uncomment a value to force the specific setting.
  569. ;------------------------------------------------------------------------------------------------------
  570. [Device]
  571.  
  572. ; (0) - disable upscaling
  573. ; (1) - enable upscaling and allows the game to disable and enable fullscreen mode
  574. ; (2) - enable upscaling and don't allow the game to switch fullscreen mode
  575. ; (always force fullscreen). Try this if you get issues with the mouse cursor.
  576. ; Note if you enable upscaling please do not forget to:
  577. ; 1) Uncomment "run = CustomShaderUpscale" in the [Present] section,
  578. ; otherwise you will see only a black window (with game sound).
  579. ; 2) Set a custom resolution here for width and height that the game will see.
  580. ; 3) Uncomment upscale_mode here.
  581. upscaling = 0
  582.  
  583. ; Force override the screen resolution.
  584. ; If upscaling is on, the resizing functionality is disabled.
  585. ; If upscaling is on, then you MUST specify the resolution the game will be upscaled to.
  586. ; To achieve the best visual result use the native resolution of your tv or monitor.
  587. ;width=1280
  588. ;height=720
  589.  
  590. ; upscale_mode = 0: 3Dmigoto creates a texture and pushes it as the back buffer for the game.
  591. ; Seems to work with only few games but everything seems to run a bit smoother.
  592. ; upscale_mode = 1: 3Dmigoto creates a second swap chain and pushes the game to use it.
  593. ; Seems to work with most games. dont forget to activate upscaling shader in [present] section
  594. ;upscale_mode = 1
  595.  
  596.  
  597. ; overrides refresh rate set by game.
  598. ;refresh_rate=60
  599.  
  600. ; filters available video modes to those providing given refresh rates.
  601. ; some games don't explicitely set the refresh rate, but use the video mode.
  602. ; use this if setting refresh_rate doesn't work.
  603. ;filter_refresh_rate=24,59,60
  604.  
  605. ; full_screen=1 forces creation of full screen devices and swap chains.
  606. ; use this for 3dtvplay if game won't active stereo mode.
  607. ; full_screen=2 will also disable SetWindowPos which might help in some games.
  608. full_screen=0
  609.  
  610. ; This attempts to force exclusive full screen when this key is pressed, and
  611. ; may be useful in games where full_screen doesn't work or has undesirable side
  612. ; effects:
  613. ;force_full_screen_on_key = no_modifiers VK_F7
  614.  
  615. ; This toggles forcing the full screen mode on and off. It will not take effect
  616. ; immediately, but will change what happens the next time the game tries to
  617. ; change the fullscreen mode. This is a specific hack to workaround a bug in
  618. ; Unity games, which crash when alt+tabbing out from exclusive mode fullscreen.
  619. ;
  620. ; To switch out of a Unity game without it crashing:
  621. ; Enable this option, Press F7, Alt+Enter, Alt+Tab
  622. ;toggle_full_screen = no_modifiers VK_F7
  623.  
  624. ; some games explicitely disable stereo, prohibiting any stereo attempts.
  625. ; Setting this to 1 ignores all stereo disabling calls and also calls
  626. ; NvAPI_Stereo_Enable to force stereo on.
  627. ; Setting this to 2 sets 3Dmigoto to use 3D Vision Direct Mode
  628. force_stereo=0
  629.  
  630. ; almost all DX11 games deactivate window message handling.
  631. ; setting this to 1 reenables print screen handling, alt-tab key handling etc.
  632. ;allow_windowcommands=1
  633.  
  634. ; Indicates where the resolution is obtained for texture hashes. Comment this
  635. ; out to never special case hashes that match the resolution or a multiple.
  636. ; Possible values are swap_chain and depth_stencil. Recommended to test which
  637. ; works for a given game (e.g. CryEngine always creates a swap chain that
  638. ; matches the native resolution so has to use depth_stencil).
  639. get_resolution_from = swap_chain
  640.  
  641. ; This will hide the hardware mouse cursor, and will be automatically enabled
  642. ; if the software mouse configuration file is included at the top of this file.
  643. ; The hardware mouse cursor cannot be moved to depth and cannot be used in
  644. ; conjunction with the side-by-side or top-and-bottom output modes, so using a
  645. ; software mouse cursor is recommended in those cases.
  646. ; NOTE: IT IS RECOMMENDED TO RESTART THE GAME AFTER CHANGING THIS SETTING!
  647. hide_cursor = 0
  648.  
  649.  
  650. ;------------------------------------------------------------------------------------------------------
  651. ; Settings for NVidia stereo driver.
  652. ;------------------------------------------------------------------------------------------------------
  653. [Stereo]
  654.  
  655. ; games which have their own stereo renderer disable the NVidia automatic
  656. ; stereo mode and render themselves into stereo buffers (Crysis 3 for example).
  657. ; Setting this to 1 disables the game stereo renderer and enables NVidia auto stereo mechanism.
  658. ; This also forces 'false' as a return for any request for NvAPI_Stereo_IsEnabled.
  659. automatic_mode=0
  660.  
  661. ; Some games (CryEngine games, for example) lock the separation & convergence
  662. ; to a specific value, which can be undesirable. Set this to 1 to ignore these
  663. ; requests from the game to unlock the separation:
  664. unlock_separation=0
  665. unlock_convergence=0
  666.  
  667. ; games without predefined profiles can't save stereo settings.
  668. ; enabling this options automatically creates a profile for unknown games.
  669. ; Note that there is now a more flexible means to alter the game's profile -
  670. ; refer to the [Profile] section.
  671. create_profile=0
  672.  
  673. ; sets the global surface creation heuristic for NVidia stero driver.
  674. ; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings for surface creation mode.
  675. ; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - Always create stereo surfaces.
  676. ; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - Always create mono surfaces.
  677. ;surface_createmode=1
  678.  
  679. ; overrides surface creation mode for square surfaces.
  680. ;surface_square_createmode=1
  681.  
  682. ; Force the NvAPI_Initialize to return an error so that games think stereo and NVidia is unavailable.
  683. force_no_nvapi=0
  684.  
  685.  
  686. ;------------------------------------------------------------------------------------------------------
  687. ; Settings for GPU manipulations.
  688. ; Render settings override
  689. ;------------------------------------------------------------------------------------------------------
  690. [Rendering]
  691.  
  692. ; GPU program manipulations.
  693.  
  694. ; Type of shader hashes in use:
  695. ; 3dmigoto = Traditional hash used by 3DMigoto (unseeded software FNV-1)
  696. ; embedded = Use the first half of the MD5-like hash embedded within the
  697. ; shaders to skip the hash calculation altogether.
  698. ; bytecode = Only hash bytecode and signatures with hardware accelerated
  699. ; CRC32C. Used to minimise duplicate shaders in certain games, but
  700. ; potentially carries a higher risk of hash collisions between
  701. ; unrelated shaders in some games (e.g. that only differ in
  702. ; variable names). May occasionally avoid hash changes on game
  703. ; updates due to changes in the game developer's build environment
  704. ; (shader compiler version, build path embedded in debug info,
  705. ; constants renamed, etc). Will not avoid hash changes if the
  706. ; shader code, constant values, etc are changed.
  707. shader_hash = 3dmigoto
  708.  
  709. ; Switch to newer texture hashes that are less susceptible to corruption and
  710. ; don't have collisions if part of the image matches. May have a slight
  711. ; performance penalty since more of the image is hashes. Do not enable if
  712. ; upgrading an existing fix!
  713. ;texture_hash = 1
  714.  
  715. ; Shaders in game will be replaced by these custom shaders.
  716. override_directory=ShaderFixes
  717.  
  718. ; Automatically patched shaders will be written here if caching is enabled.
  719. cache_directory=ShaderCache
  720.  
  721. ; Shaders that are directly compiled by the game, instead of binary, go here.
  722. storage_directory=ShaderFromGame
  723.  
  724. ; cache all compiled .txt shaders into .bin. this removes loading stalls.
  725. cache_shaders=0
  726.  
  727. ; Indicates whether scissor clipping should be disabled by default. A restart
  728. ; is required for this to take effect. If you need to do this on a per shader
  729. ; basis, you can use "run = BuiltInCustomShaderEnableScissorClipping" or "run =
  730. ; BuiltInCustomShaderDisableScissorClipping" from a [ShaderOverride], or define
  731. ; your own [CustomShader] section to change whatever render state you need and
  732. ; use "handling = skip" and "draw = from_caller" to transfer the draw call to
  733. ; them.
  734. rasterizer_disable_scissor=0
  735.  
  736. ; Tracks copies and updates to textures which may cause their hash to become
  737. ; out of sync with their contents - enable if texture hashes seem unreliable.
  738. ; You can also set this to 2 to disable hash contamination detection for better
  739. ; performance in hunting mode, but only do that if you are certain you won't
  740. ; be needing this in the game in question.
  741. ;track_texture_updates=1
  742.  
  743. ; Registers where the StereoParams and IniParams textures will be assigned -
  744. ; change if the game already uses these registers. Newly decompiled shaders
  745. ; will use the new registers, but existing shaders will not be updated - best
  746. ; workflow is to remove ShaderCache after changing these and run a search and
  747. ; replace on all shaders in ShaderFixes. Set to -1 to disable if not required.
  748. stereo_params = 125
  749. ini_params = 120
  750.  
  751. ; Set to 1 to assemble the Input / Output / Patch Constant signature comments
  752. ; in shader assembly to allow them to be changed for passing new values between
  753. ; pipeline stages. Be careful with these comments if this is enabled - treat
  754. ; them like code! If set to 0 the assembler will use the old behaviour and
  755. ; re-use the sections from the unmodified shaders.
  756. assemble_signature_comments = 1
  757.  
  758. ; Include raw "undecipherable custom data" when disassembling shaders for
  759. ; ShaderRegex - leaving this out is for backwards compatibility with patterns
  760. ; that may not expect to see it since we didn't used to include it. Shaders
  761. ; dumped via export or hunting always include any undecipherable data.
  762. disassemble_undecipherable_custom_data = 1
  763.  
  764. ; Replace constant buffer offsets with indices & components in the comment
  765. ; blocks when disassembling shaders so they match up with how they are accessed
  766. ; in the code, making things easier to follow and simplifying ShaderRegex.
  767. patch_assembly_cb_offsets = 1
  768.  
  769. ;------------------------------------------------------------------------------------------------------
  770. ; Analyzation options.
  771. ;
  772. ; save all autofixed shaders as HLSL
  773. export_fixed=0
  774.  
  775. ; save all shaders sent to DX11 as ASM, or as HLSL text files if compiled by game.
  776. export_shaders=0
  777.  
  778. ; save all shaders seen as HLSL code, autofixed or not. 1= HLSL only, 2=HLSL+OriginalASM, 3=HLSL+OriginalASM+RecompiledASM
  779. export_hlsl=0
  780.  
  781. ; stores a ShaderUsage.txt file on any marking button press.
  782. dump_usage=1
  783.  
  784. ;------------------------------------------------------------------------------------------------------
  785. ; Automatic shader fixes. Those settings here apply only on newly read shaders.
  786. ; All existing *_replace.txt or *_replace.bin files are not tampered with.
  787. ; If you change settings here, the best workflow is to delete all shaders in
  788. ; the shader cache directory and let them be fixed again.
  789.  
  790. ; Stereoize all shader parameters with position semantic.
  791. fix_sv_position=0
  792.  
  793. ; Pixel depth evaluation.
  794. ;fix_ZRepair_DepthTexture1=SceneDepthTexture.x
  795. ;fix_ZRepair_Dependencies1=MinZ_MaxZRatio
  796. ;fix_ZRepair_ZPosCalc1=zTex * MinZ_MaxZRatio.z - MinZ_MaxZRatio.w
  797. ;fix_ZRepair_DepthTexture2=SceneDepthTexture.x
  798. ;fix_ZRepair_Dependencies2=
  799. ;fix_ZRepair_ZPosCalc2=zTex
  800. ;fix_ZRepair_PositionTexture=PositionTexture
  801. ;fix_ZRepair_PositionCalc=1024 * %s
  802.  
  803. ; Inject depth texture if other depth sources are unavailable.
  804. ;fix_ZRepair_DepthTextureHash=8a19f087b004598f
  805.  
  806. ; Correct inverse transformations in pixel shaders using evaluated depth.
  807. ;fix_InvTransform=ScreenToLight,InverseTranslatedViewProjectionMatrix
  808.  
  809. ; Back projection coordinate fix.
  810. ;
  811. ; Available variables in expressions:
  812. ; stereoParams.x = Separation value in range [0..1] or [-0..-1] dependent on active eye
  813. ; stereoParams.y = Convergence value in w coordinates (1/z)
  814. ; stereoParams.z = -1/1 for left/right eye
  815. ; stereoParams.w = Separation value without eye separation
  816. ; stereoTune.x = tune value 1 (default is 1)
  817. ; stereoTune.y = tune value 2 (default is 1)
  818. ; stereoTune.z = tune value 3 (default is 1)
  819. ; stereoTune.w = tune value 4 (default is 1)
  820. ; stereoScreenRes.x = Primary swap chain backbuffer horizontal resolution
  821. ; stereoScreenRes.y = Primary swap chain backbuffer vertical resolution
  822. ; zpos = current pixel z position in pixel shader
  823. ; wpos = current pixel w position in pixel shader
  824.  
  825. ; Send inverse transformations from vertex shaders to pixel shaders.
  826. ;fix_BackProjectionTransform1=ScreenToTranslatedWorldMatrix._m00,ScreenToTranslatedWorldMatrix._m02,ScreenToTranslatedWorldMatrix._m01
  827. ;fix_BackProjectionTransform2=ScreenToWorld._m00,ScreenToWorld._m02,ScreenToWorld._m01
  828.  
  829. ; Position variables to correct in pixel shaders.
  830. ;fix_ObjectPosition1=PointPositionAndInverseRadius
  831. ;fix_ObjectPosition1Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5, -0.5
  832. ;fix_ObjectPosition2=SpotPositionAndInverseRadius
  833. ;fix_ObjectPosition2Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5, -0.5
  834.  
  835. ; Matrix multiplications to correct in pixel shaders.
  836. ;fix_MatrixOperand1=TranslatedWorldToShadowMatrix
  837. ;fix_MatrixOperand1Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5 - viewDirection.z*0.05 + (0.02791946-stereoParams.x/stereoParams.w), 0
  838.  
  839. ; autofix shader option: recompiles all vertex shaders. fixes minor differences in deferred rendering.
  840. ;recompile_all_vs=0
  841.  
  842. ;------------------------------------------------------------------------------------------------------
  843. ; Shader manipulations without patches + shader filtering.
  844. ;------------------------------------------------------------------------------------------------------
  845. ;[ShaderOverride1]
  846. ;Hash=69732c4f23cb6c48
  847. ; Custom stereo separation value while rendering objects using this shader.
  848. ;Separation=0
  849. ; Custom stereo convergence value while rendering objects using this
  850. ; shader (e.g. convergence=0 will move an object to infinity).
  851. ;Convergence=0
  852. ; don't draw anything using this shader.
  853. ;Handling=skip
  854. ; Use replaced shader only when there is/is not an active depth buffer (for UI filtering)
  855. ; Deprecated: use 'x = oD' instead, and test for negative zero in the shader with
  856. ; if (asint(IniParams[0].x) == asint(-0.0)) { /* depth inactive */ } else { /* depth active */ }
  857. ;depth_filter = depth_inactive
  858. ;depth_filter = depth_active
  859. ; Override a value from [Constants] when this shader is used:
  860. ;x=2.0
  861. ; Pass the dimensions of the active render target and resolution (obtained with
  862. ; get_resolution_from) into the shader:
  863. ;x1=rt_width
  864. ;y1=rt_height
  865. ;z1=res_width
  866. ;w1=res_height
  867. ; Use t0 from active pixel shader for texture filtering. Will be 0 if no
  868. ; [TextureOverride*] section exists for the texture or 1 if one does. For
  869. ; advanced filtering, set a value for filter_index in the [TextureOverride]
  870. ; section. This also works with other slot types (like o0, oD, ib, etc). Will
  871. ; be -0.0 (needs a special test) if no resource bound in this slot:
  872. ;x2 = ps-t0
  873. ; Match the partner shader (any of vs/hs/ds/gs/ps/cs). Works in much the same
  874. ; way as texture filtering - set a filter_index in the [ShaderOverride] or
  875. ; [ShaderRegex] for the partner shader you want to match and it will be set in
  876. ; this variable, or 1 = ShaderOverride/Regex matched with no filter_index, 0 =
  877. ; No ShaderOverride/Regex matched, -0.0 = No shader bound. The filter_index
  878. ; from a ShaderOverride always takes priority over any matching ShaderRegex.
  879. ;local $partner = vs
  880. ; Override the shader model to allow using newer features like Texture2DMS:
  881. ;model=vs_5_0
  882. ; Activate a preset section when this shader override is in use.
  883. ;preset = PresetExample
  884. ; Enable/disable scissor clipping for this specific shader. This is an alias
  885. ; for "run = BuiltInCustomShaderDisableScissorClipping"
  886. ; or "run = BuiltInCustomShaderEnableScissorClipping"
  887. ;disable_scissor = 1
  888. ; There's also support for copying textures, constant buffers, depth buffers,
  889. ; etc. from one shader to another. This is a complex topic - see this page:
  890. ; https://github.com/bo3b/3Dmigoto/wiki/Resource-Copying
  891.  
  892.  
  893. ;------------------------------------------------------------------------------------------------------
  894. ; On the fly regular expression shader patching engine
  895. ;------------------------------------------------------------------------------------------------------
  896. ;
  897. ; These sections define regular expressions to match against shaders and apply
  898. ; certain classes of fixes on the fly. Only assembly shaders are supported by
  899. ; this method for reliability and performance reasons.
  900. ;
  901. ; Every pattern must have a main section prefixed with ShaderRegex:
  902. ;
  903. ;[ShaderRegex1]
  904. ; shader_model is required and must be set to the types of shaders that this
  905. ; pattern will be applied against. Multiple shader models can be specified to
  906. ; match the pattern against multiple types. There are some differences in
  907. ; instructions between shader model 4 and 5 (such as in resource load
  908. ; instructions), so in some cases you may need separate patterns for each.
  909. ;shader_model = ps_4_0 ps_5_0
  910. ;
  911. ; temps is used to give names to temporary registers that you will use in the
  912. ; pattern. 3DMigoto will identify free register numbers and automatically
  913. ; adjust dcl_temps as required.
  914. ;temps = stereo tmp1
  915. ;
  916. ; This main section also acts as a command list so that you can define actions
  917. ; that will be applied on every matching shader, just as you would on any other
  918. ; command list enabled section, such as ShaderOverride, Present, etc.
  919. ;
  920. ;
  921. ; The next section of interest is the regular expression pattern. If this
  922. ; section is omitted than every shader of with matching shader_model will be
  923. ; matched (and have the command lists and InsertDeclarations processed). The
  924. ; first part of the section name must match the main ShaderRegex section you
  925. ; defined above, and it ends with ".Pattern". The regular expression grammar
  926. ; that we support is PCRE2, which is largely compatible with the powerful Perl
  927. ; and Python grammars. You can find the syntax reference here, but generally
  928. ; speaking any regular expression tutorial will give you a good primer:
  929. ;
  930. ; http://www.pcre.org/current/doc/html/pcre2syntax.html
  931. ;
  932. ; Note that since this is parsed in an ini file that blank lines and ini
  933. ; comments are ignored, and preceding and trailing whitespace from each line
  934. ; will be stripped, so if you need to match an indented line you will need to
  935. ; explicitly match the whitespace at the start of the line with \s*
  936. ; You should also use \n to match the newline character at the end of each
  937. ; line. This should not be confused with extended mode activated by the (?x)
  938. ; switch, which will ignore *all* whitespace to allow complex patterns to be
  939. ; broken up for clarity.
  940. ;
  941. ; Multiline matching is enabled by default, as is case insensitivity (due to
  942. ; differences in the capitalisation produced by different versions of the
  943. ; disassembler), but PCRE2 provides switches for most of these options if you
  944. ; need something else.
  945. ;
  946. ; This is an example of how you might match a matrix multiply in a shader, and
  947. ; uses Python style named capture groups to pull out the registers and swizzles
  948. ; of the X and Z coordinates, and another named capture group to verify that
  949. ; the register used in the div instruction matches the one used in the multiply:
  950. ;
  951. ;[ShaderRegex1.Pattern]
  952. ;mul r\d+\.xyzw, r\d+\.yyyy, cb0\[28\]\.xyzw\n
  953. ;mad r\d+\.xyzw, (?P<pos_x>r\d+)\.(?P<swizzle_x>[xyzw])[xyzw]{3}, cb0\[27\]\.xyzw, r\d+\.xyzw\n
  954. ;mad r\d+\.xyzw, (?P<pos_z>r\d+)\.(?P<swizzle_z>[xyzw])[xyzw]{3}, cb0\[29\]\.xyzw, r\d+\.xyzw\n
  955. ;add (?P<result>r\d+)\.xyzw, r\d+\.xyzw, cb0\[30\]\.xyzw\n
  956. ;div r\d+\.[xyzw]{2}, (?P=result)\.[xyzw]{4}, r\d+\.wwww\n
  957. ;
  958. ;
  959. ; The next section specifies how to modify the matched pattern. Again the name
  960. ; must begin with the same name as the main section, and end in
  961. ; ".Pattern.Replace" (there is a reason the replacement is associated with the
  962. ; pattern, but that's coming soon). You can (and I highly encourage that you
  963. ; do) use named capture groups in the above pattern and substitute them in
  964. ; here. Temporary registers that you defined in the main ShaderRegex section
  965. ; are also available here with the same syntax as named capture groups. Use
  966. ; ${0} to indicate where the matched pattern goes, allowing you to insert code
  967. ; before and/or after it, or use additonal capture groups to insert code in the
  968. ; middle. Extended substitution is enabled in PCRE2, which among other things
  969. ; makes \n insert a newline.
  970. ;
  971. ;[ShaderRegex1.Pattern.Replace]
  972. ;\n
  973. ;// UE4 shadow correction:\n
  974. ;ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n
  975. ;add ${tmp1}.x, ${pos_z}.${swizzle_z}, -${stereo}.y\n
  976. ;mad ${pos_x}.${swizzle_x}, -${tmp1}.x, ${stereo}.x, ${pos_x}.${swizzle_x}\n
  977. ;\n
  978. ;${0}
  979. ;
  980. ;
  981. ; The final section allows you to insert new declarations into the shader, and
  982. ; 3DMigoto will check that this declaration has not already been inserted
  983. ; first. Typically this is used to get access to StereoParams in t125:
  984. ;
  985. ;[ShaderRegex1.InsertDeclarations]
  986. ;dcl_resource_texture2d (float,float,float,float) t125
  987.  
  988.  
  989. ;------------------------------------------------------------------------------------------------------
  990. ; texture / render target manipulations
  991. ;------------------------------------------------------------------------------------------------------
  992. ;
  993. ; NOTE: If you are trying to match a texture the same size as the resolution (or
  994. ; a /2, x2, x4 or x8 multiple), you should confirm that the same hash is used
  995. ; on different resolutions, and adjust get_resolution_from if necessary.
  996. ;
  997. ; NOTE: If you find a texture hash seems to change inconsistently, try enabling
  998. ; track_texture_updates in the [Rendering] section.
  999. ;
  1000. ;[TextureOverride1]
  1001. ;Hash=c3e55ebd
  1002. ; NVidia stores surface creation mode heuristics in the game profile. setting
  1003. ; this option overrides the creation mode for a given texture / buffer.
  1004. ; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings.
  1005. ; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - create stereo surface.
  1006. ; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - create mono surface.
  1007. ;StereoMode=2
  1008.  
  1009. ;[TextureOverride2]
  1010. ;Hash = e27b9d07
  1011. ; Prevent the game reading from this texture - will give the game a blank
  1012. ; buffer instead. Used to prevent CryEngine games falsely culling objects. Use
  1013. ; the frame analysis log and look for MapType:1 to identify possible hashes.
  1014. ;deny_cpu_read=1
  1015. ; Expand the region copied to this texture with CopySubresourceRegion (similar
  1016. ; issue to rasterizer_disable_scissor). Used to solve issues with transparent
  1017. ; refraction effects (like glass) in CryEngine games.
  1018. ;expand_region_copy=1
  1019.  
  1020. ;[TextureOverrideUAVNotRT]
  1021. ; Example of fuzzy matching based on attributes instead of hash. Provides an
  1022. ; alternative to driver heuristics that we have more precise control over.
  1023. ;match_type = Texture2D
  1024. ;match_width = height * 16 / 9
  1025. ;match_height = !res_height
  1026. ;match_msaa = >1
  1027. ;match_bind_flags = +unordered_access -render_target
  1028. ;match_priority = -1
  1029. ;StereoMode = 2
  1030.  
  1031. ;------------------------------------------------------------------------------------------------------
  1032. ; Example of settings override by mouse button configuration
  1033. ; Mapping of from game provided hard coded convergence values to custom values
  1034. ; Those are values for L.A. Noir
  1035. ; Example of settings override by mouse button configuration
  1036. ;------------------------------------------------------------------------------------------------------
  1037. ;[ConvergenceMap]
  1038.  
  1039. ;Map1=from 3e99999a to 0.3
  1040. ;Map2=from 3f800000 to 1.0
  1041. ;Map3=from 3f666666 to 0.9
  1042.  
  1043.  
  1044. ;------------------------------------------------------------------------------------------------------
  1045. ; Updates the game's driver profile on launch.
  1046. ;
  1047. ; Any changes here will require the user to OK a UAC prompt the first time they
  1048. ; run the game, but the DLL tries to only do that if it is actually required.
  1049. ;------------------------------------------------------------------------------------------------------
  1050. [Profile]
  1051. ; This setting should always be added to a profile - it is required for a
  1052. ; number of other settings to work, as well as allowing the convergence to be
  1053. ; saved. If you are customising a profile you should **always uncomment this**:
  1054. ;StereoProfile = 1
  1055. ;
  1056. ; This setting enables stereo compute shaders (0x00004000), which is required
  1057. ; to fix a lot of "one eye" type rendering issues in many DX11 games, and
  1058. ; allows stereo2mono and the side-by-side / top-and-bottom output modes to work
  1059. ; in SLI (0x00000008):
  1060. ;StereoFlagsDX10 = 0x00004008
  1061. ;
  1062. ; This sets the default convergence in the profile. Note that 3DMigoto will
  1063. ; happily override the default value from the driver, but will only override
  1064. ; the user's custom convergence if it has another reason to update the profile,
  1065. ; such as a change to another setting (adding a version tag to the Comments
  1066. ; setting would be one way to force an update):
  1067. ;StereoConvergence = 0.5
  1068. ;
  1069. ; This changes the green text that the driver displays, and is a good place to
  1070. ; put any reminders to display to the user or just take some credit:
  1071. ;Comments = "Such and such 3D fix by an awesome modder. Disable motion blur!"
  1072. ;
  1073. ; Change the rating: "0": 3D Vision Ready, "1": Excellent, "2": Good,
  1074. ; "3": Fair, "4": Not Recommended
  1075. ;Compat = "0"
  1076. ;
  1077. ; If you have added some comments, you probably want to force the green text to
  1078. ; show up when the game is next run. Note that like convergence, 3DMigoto will
  1079. ; only override a user setting here if something else has also been updated
  1080. ; (such as Comments), so this will usually only show up the first time a user
  1081. ; runs the game after installing the fix (be sure to enable StereoProfile).
  1082. ;StereoMemoEnabled = 1
  1083. ;
  1084. ; Disable compatibility mode to make sure users are seeing the real deal. Like
  1085. ; convergence, 3DMigoto will respect the users custom settings here:
  1086. ;Disable2DD = 1
  1087. ;
  1088. ; Put a reminder in the green text of compatibility mode that they are not
  1089. ; seeing the real deal:
  1090. ;2DD_Notes = "Compatibility mode is enabled. To use the fix, please disable it with Ctrl+Alt+F11"
  1091. ;
  1092. ; These two options change which constant buffers the driver uses to pass the
  1093. ; separation and convergence to any Vertex and Domain shaders it has modified.
  1094. ; The default value is 12, and you may need to change it if the game already
  1095. ; uses that constant buffer for any purpose, which should be apparent as you
  1096. ; will see 2D geometry on any shader that uses this. You should avoid using
  1097. ; these constant buffers yourself unless you understand the nuances involved.
  1098. ;DX10VSCBNumber = 12
  1099. ;DX10DSCBNumber = 12
  1100. ;
  1101. ; Workaround crashes and hangs in games that violate DirectX threading
  1102. ; constraints (e.g. Resident Evil 2/7, Devil May Cry 5). Set to 1 to always
  1103. ; enable workaround or 2 to only enable workaround with 3D Vision:
  1104. ;APP_COMPAT_SHIM = 2
  1105. ;
  1106. ; If a setting doesn't have a name or you don't know what it is (check the
  1107. ; d3d11_log.txt for the names of all settings in this profile, or use the name
  1108. ; from Nvidia Profile Inspector), you can use the hex ID (in fact, you can even
  1109. ; paste a complete profile from Geforce Profile Manager - just be sure to
  1110. ; delete any corrupt string settings if you do):
  1111. ;0x1033cec2 = 0x00000002
  1112. ;
  1113. ; There are many more options, and we have tried to document them here -
  1114. ; *please* edit this page if you figure out anything new:
  1115. ; http://wiki.bo3b.net/index.php?title=Driver_Profile_Settings
  1116.  
  1117.  
  1118. ;------------------------------------------------------------------------------------------------------
  1119. ; This section defines a shortcut for unbinding all render and depth targets,
  1120. ; which is commonly needed in [CustomShader] sections since all bound render
  1121. ; and depth targets *must* be the same size, and leaving something else bound
  1122. ; is a sure way for things to go weirdly wrong. Call it from any section that
  1123. ; supports a command list with 'run = CommandListUnbindAllRenderTargets' after
  1124. ; you have copied any state you need from these and before binding your own.
  1125. ;------------------------------------------------------------------------------------------------------
  1126. [CommandListUnbindAllRenderTargets]
  1127. run = BuiltInCommandListUnbindAllRenderTargets
  1128.  
  1129. ;------------------------------------------------------------------------------------------------------
  1130. ; Commands to run from the Present call at the start/end of each frame
  1131. ;
  1132. ; Useful to clear custom resources or ini params at the start of each frame, or
  1133. ; to run a custom shader to do whatever you can dream up. The post keyword will
  1134. ; make an action run at the start of a frame instead of the end - as general
  1135. ; guideline you want overlays drawn at the end of a frame and resources cleared
  1136. ; at the start of a new frame.
  1137. ;------------------------------------------------------------------------------------------------------
  1138. [Present]
  1139. ; Example: Clear an ini param at the start of each frame:
  1140. ;post x = 0
  1141. ; Example: Undefine a custom resource until something is copied into it:
  1142. ;post ResourceDepthBuffer = null
  1143. ; Example: Clear a custom resource with black/zero at the start of each frame
  1144. ; (beware that driver bugs may mean only one eye is cleared in some cases):
  1145. ;post clear = ResourceFoo
  1146.  
  1147. ; If you are looking for CustomShader3DVision2SBS, CustomShaderSoftwareMouse or
  1148. ; CustomShaderUpscale, these are now enabled in the [Include] section at the
  1149. ; top of this file instead. The other options related to these are still in
  1150. ; the same place.
  1151.  
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