2020-09-05 17:47:16 +00:00
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#
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# spec file for package dxvk
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#
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- updated to 2.0
- Driver compatibility
A Vulkan 1.3 capable driver and wine version are required to run
this version of DXVK. See the driver support page for details.
Many features in this release, especially the shader compilation
changes detailed below, require the use of modern Vulkan features,
such as Dynamic Rendering, Extended Dynamic State, and Null
Descriptors. Due to the significant changes required to make use
of them, it was no longer practical to maintain and test code paths
for older drivers which do not support these features.
In practice, any system capable of running D3D11 and D3D12 games
using Proton Experimental right now will be able to run DXVK 2.0.
Note: Third-party Vulkan layers that were not updated for Vulkan 1.3 will no longer work.
D3D9 changes
- Memory management improvements
In order to reduce the likelihood of running out of address space in
32-bit D3D9 games, DXVK will now use memory-mapped files to store
shadow copies of textures. This allows us to unmap memory that is
not being used by the game, thus freeing up significant amounts of
address space, up to several hundred Megabytes. See PR #2663 for
implementation details.
Note: This change does not affect 64-bit games since address space
is not a concern there. It also does not affect D3D10 or D3D11 since
resource uploads work differently in those APIs and are much more
memory efficient.
Render target feedback loops
On drivers which support VK_EXT_attachment_feedback_loop_layout,
reading from an active render target in D3D9 games is now properly
supported, which previously caused rendering artifacts on newer AMD
hardware and required driver-level workarounds. This affects a number
OBS-URL: https://build.opensuse.org/package/show/Emulators:Wine/dxvk?expand=0&rev=33
2023-03-06 15:48:27 +00:00
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# Copyright (c) 2023 SUSE LLC
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2020-09-05 17:47:16 +00:00
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#
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# All modifications and additions to the file contributed by third parties
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# remain the property of their copyright owners, unless otherwise agreed
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# upon. The license for this file, and modifications and additions to the
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# file, is the same license as for the pristine package itself (unless the
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# license for the pristine package is not an Open Source License, in which
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# case the license is the MIT License). An "Open Source License" is a
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# license that conforms to the Open Source Definition (Version 1.9)
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# published by the Open Source Initiative.
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2020-09-06 08:08:59 +00:00
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# Please submit bugfixes or comments via https://bugs.opensuse.org/
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2020-09-05 17:47:16 +00:00
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#
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Name: dxvk
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- updated to 2.0
- Driver compatibility
A Vulkan 1.3 capable driver and wine version are required to run
this version of DXVK. See the driver support page for details.
Many features in this release, especially the shader compilation
changes detailed below, require the use of modern Vulkan features,
such as Dynamic Rendering, Extended Dynamic State, and Null
Descriptors. Due to the significant changes required to make use
of them, it was no longer practical to maintain and test code paths
for older drivers which do not support these features.
In practice, any system capable of running D3D11 and D3D12 games
using Proton Experimental right now will be able to run DXVK 2.0.
Note: Third-party Vulkan layers that were not updated for Vulkan 1.3 will no longer work.
D3D9 changes
- Memory management improvements
In order to reduce the likelihood of running out of address space in
32-bit D3D9 games, DXVK will now use memory-mapped files to store
shadow copies of textures. This allows us to unmap memory that is
not being used by the game, thus freeing up significant amounts of
address space, up to several hundred Megabytes. See PR #2663 for
implementation details.
Note: This change does not affect 64-bit games since address space
is not a concern there. It also does not affect D3D10 or D3D11 since
resource uploads work differently in those APIs and are much more
memory efficient.
Render target feedback loops
On drivers which support VK_EXT_attachment_feedback_loop_layout,
reading from an active render target in D3D9 games is now properly
supported, which previously caused rendering artifacts on newer AMD
hardware and required driver-level workarounds. This affects a number
OBS-URL: https://build.opensuse.org/package/show/Emulators:Wine/dxvk?expand=0&rev=33
2023-03-06 15:48:27 +00:00
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Version: 2.0
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2020-09-05 17:47:16 +00:00
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Release: 0
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Summary: Vulkan-based D3D11 implementation for Linux / Wine
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License: zlib-acknowledgement
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Group: System/Emulators/PC
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2020-09-06 08:08:59 +00:00
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URL: https://github.com/doitsujin/dxvk
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2020-09-05 18:39:07 +00:00
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Source0: https://github.com/doitsujin/dxvk/archive/v%{version}.tar.gz
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2020-09-06 08:08:59 +00:00
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Source1: baselibs.conf
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2020-09-05 17:47:16 +00:00
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BuildRequires: gcc
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BuildRequires: gcc-c++
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BuildRequires: glslang-devel
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2020-09-06 08:08:59 +00:00
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BuildRequires: meson
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BuildRequires: ninja
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BuildRequires: wine
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2020-09-05 17:47:16 +00:00
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BuildRequires: xz
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%ifarch x86_64
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BuildRequires: mingw64-cross-cpp
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BuildRequires: mingw64-cross-gcc
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BuildRequires: mingw64-cross-gcc-c++
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BuildRequires: mingw64-headers
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#Require 32bit version
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Requires: %{name}-32bit
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%else
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BuildRequires: mingw32-cross-cpp
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BuildRequires: mingw32-cross-gcc
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BuildRequires: mingw32-cross-gcc-c++
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BuildRequires: mingw32-headers
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%endif
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2021-06-22 09:10:56 +00:00
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ExclusiveArch: %{ix86} x86_64
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2020-09-05 17:47:16 +00:00
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%description
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Provides a Vulkan-based implementation of DXGI and D3D11 in order to run 3D applications on Linux using Wine
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%prep
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%setup -q
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%build
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2021-06-19 13:42:51 +00:00
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export CFLAGS="%optflags -DNDEBUG -fPIC -O2 -pthread -fno-strict-aliasing -fpredictive-commoning -fuse-linker-plugin -fno-stack-protector -fno-stack-clash-protection -fno-lto"
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export CXXFLAGS="${CFLAGS} -fpermissive"
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export LDFLAGS="-fPIC -Wl,--sort-common -Wl,--gc-sections -Wl,-O1 -fuse-linker-plugin -fno-lto"
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2020-09-05 17:47:16 +00:00
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mkdir ../build
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meson \
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--cross-file build-win$(arch | tail -c 3 | sed 's|86|32|g').txt \
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--strip \
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--buildtype "release" \
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--unity off \
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--prefix /%{name} \
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../build
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cd ../build
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ninja
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%install
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#install wrapper scripts
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mkdir -p %{buildroot}%{_bindir} %{buildroot}%{_libexecdir}/%{name}/bin
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sed \
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-e 's|basedir=.*|basedir="%{_libexecdir}/%{name}"|g' \
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-e 's|x32|lib|g' -e 's|x64|lib64|g' \
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setup_dxvk.sh > %{buildroot}%{_libexecdir}/%{name}/bin/setup_dxvk.sh
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ln -s %{_libexecdir}/%{name}/bin/setup_dxvk.sh %{buildroot}%{_bindir}/wine%{name}
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#install dxvk proper
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cd ../build
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DESTDIR=%{buildroot}%{_libexecdir} ninja install
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%ifarch x86_64
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if [ -d %{buildroot}%{_libexecdir}/%{name}/lib ];then
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mv %{buildroot}%{_libexecdir}/%{name}/lib %{buildroot}%{_libexecdir}/%{name}/%{_lib}
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fi
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%endif
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rm %{buildroot}%{_libexecdir}/%{name}/%{_lib}/*.dll.a && \
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mv %{buildroot}%{_libexecdir}/%{name}/bin/*.dll %{buildroot}%{_libexecdir}/%{name}/%{_lib}/
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%files
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%defattr(644,root,root)
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%doc README.md
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%license LICENSE
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%{_bindir}/wine%{name}
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%dir %{_libexecdir}/%{name}
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%{_libexecdir}/%{name}/%{_lib}
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%attr(755, root, root) %{_libexecdir}/%{name}/bin
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%changelog
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