disable NVAPI by default

This commit is contained in:
myT 2023-11-18 03:56:22 +01:00
parent d160e7069b
commit ab8eff394a

View file

@ -153,6 +153,7 @@ D3D(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&graphicsAnalysis)));
#define D3D_AGILITY_SDK
//#define D3D_GPU_BASED_VALIDATION
//#define RHI_DEBUG_FENCE
//#define RHI_ENABLE_NVAPI
#include "rhi_local.h"
@ -164,7 +165,9 @@ D3D(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&graphicsAnalysis)));
#include <dwmapi.h> // for DwmGetCompositionTimingInfo
#define D3D12MA_D3D12_HEADERS_ALREADY_INCLUDED
#include "D3D12MemAlloc.h"
#if defined(RHI_ENABLE_NVAPI)
#include "../nvapi/nvapi.h"
#endif
#include "../pix/pix3.h"
#include "../client/cl_imgui.h"
@ -2177,6 +2180,8 @@ namespace RHI
TableRow(2, "VRS: 2x4, 4x2, 4x4 support", options6.AdditionalShadingRatesSupported ? "YES" : "NO");
}
// the validation layer reports live objects at shutdown when NvAPI_D3D12_QueryCpuVisibleVidmem is called
#if defined(RHI_ENABLE_NVAPI)
NvU64 cvvTotal, cvvFree;
if(NvAPI_D3D12_QueryCpuVisibleVidmem(rhi.device, &cvvTotal, &cvvFree) == NvAPI_Status::NVAPI_OK &&
cvvTotal > 0)
@ -2188,6 +2193,7 @@ namespace RHI
{
TableRow(2, "CPU Visible VRAM", "N/A");
}
#endif
ImGui::EndTable();
}
@ -2660,6 +2666,7 @@ namespace RHI
WaitUntilDeviceIsIdle();
#if defined(RHI_ENABLE_NVAPI)
{
const NvAPI_Status nr = NvAPI_Initialize();
if(nr == NvAPI_Status::NVAPI_OK)
@ -2687,6 +2694,7 @@ namespace RHI
}
}
}
#endif
rhi.pix.module = LoadLibraryA("cnq3/WinPixEventRuntime.dll");
if(rhi.pix.module != NULL)
@ -2813,7 +2821,9 @@ namespace RHI
FreeLibrary(rhi.dxilModule);
FreeLibrary(rhi.dxcModule);
#if defined(RHI_ENABLE_NVAPI)
NvAPI_Unload();
#endif
#if defined(D3D_DEBUG)
IDXGIDebug1* debug = NULL;