dxvk/dxvk.spec

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#
# spec file for package dxvk
#
Accepting request 1149744 from home:rrahl0:upgrades - update to 2.3: * If VK_KHR_present_wait is supported, and if vertical synchronization is enabled, frame latency events will now be signaled when an image is actually being presented * if VK_EXT_swapchain_maintenance1 is supported, enabling and disabling vertical synchronization may no longe require recreating the Vulkan swap chain * dxgi.nvapiHack config option was deprecated * new option dxgi.hideNvidiaGpu * dxgi.tearFree and d3d9.tearFree options were consolidated into a new dxvk.tearFree option * Configuration options can now be specified via an environment variable, DXVK_CONFIG * VK_EXT_depth_bias_control is supported, depth bias scaling will now be correct in most situations * VK_EXT_line_rasterization and its relevant features are supported * VK_KHR_maintenance5 is supported, DXGI_FORMAT_A8_UNORM images will now use the corresponding Vulkan format * D3D9 command submission now works the same way as it does for D3D11 * Fixed a minor issue with D3D9 feedback loop tracking * Fixed a minor issue with D3D11 stream output * Fixed a bug and performance issues with the implementation of D3D11 tiled resources * Fixed various issues with reporting HDR metadata. * Fixed a crash when compiling D3D9 shaders generated by the vkd3d HLSL compiler * Implemented keyed mutex synchronization on top of newly added winevulkan functionality * Added stubs for various D3D9On12 interop interfaces * Added an interface to allow external libraries, such as NVAPI, to enable HDR in various D3D11 games * A Total War Saga: TROY: Fixed trees not rendering when MSAA is enabled * Far Cry 2: Fixed crash when using D3D10 * Halo Online: Fixed water rendering * Lara Croft and the Temple of Osiris: Fixed deadlock when using Exclusive Fullscreen * RaceRoom Racing Experience: Fixed a crash when starting a race * Spider Man: Shattered Dimensions: Fixed a regression that caused blocky shadows * Test Drive Unlimited 2: Fixed shadows on grass * The Sims 2: Fixed a regression in DXVK 2.2 that affected terrain rendering OBS-URL: https://build.opensuse.org/request/show/1149744 OBS-URL: https://build.opensuse.org/package/show/Emulators:Wine/dxvk?expand=0&rev=40
2024-02-26 10:57:50 +00:00
# Copyright (c) 2024 SUSE LLC
#
# All modifications and additions to the file contributed by third parties
# remain the property of their copyright owners, unless otherwise agreed
# upon. The license for this file, and modifications and additions to the
# file, is the same license as for the pristine package itself (unless the
# license for the pristine package is not an Open Source License, in which
# case the license is the MIT License). An "Open Source License" is a
# license that conforms to the Open Source Definition (Version 1.9)
# published by the Open Source Initiative.
# Please submit bugfixes or comments via https://bugs.opensuse.org/
#
Name: dxvk
Accepting request 1149744 from home:rrahl0:upgrades - update to 2.3: * If VK_KHR_present_wait is supported, and if vertical synchronization is enabled, frame latency events will now be signaled when an image is actually being presented * if VK_EXT_swapchain_maintenance1 is supported, enabling and disabling vertical synchronization may no longe require recreating the Vulkan swap chain * dxgi.nvapiHack config option was deprecated * new option dxgi.hideNvidiaGpu * dxgi.tearFree and d3d9.tearFree options were consolidated into a new dxvk.tearFree option * Configuration options can now be specified via an environment variable, DXVK_CONFIG * VK_EXT_depth_bias_control is supported, depth bias scaling will now be correct in most situations * VK_EXT_line_rasterization and its relevant features are supported * VK_KHR_maintenance5 is supported, DXGI_FORMAT_A8_UNORM images will now use the corresponding Vulkan format * D3D9 command submission now works the same way as it does for D3D11 * Fixed a minor issue with D3D9 feedback loop tracking * Fixed a minor issue with D3D11 stream output * Fixed a bug and performance issues with the implementation of D3D11 tiled resources * Fixed various issues with reporting HDR metadata. * Fixed a crash when compiling D3D9 shaders generated by the vkd3d HLSL compiler * Implemented keyed mutex synchronization on top of newly added winevulkan functionality * Added stubs for various D3D9On12 interop interfaces * Added an interface to allow external libraries, such as NVAPI, to enable HDR in various D3D11 games * A Total War Saga: TROY: Fixed trees not rendering when MSAA is enabled * Far Cry 2: Fixed crash when using D3D10 * Halo Online: Fixed water rendering * Lara Croft and the Temple of Osiris: Fixed deadlock when using Exclusive Fullscreen * RaceRoom Racing Experience: Fixed a crash when starting a race * Spider Man: Shattered Dimensions: Fixed a regression that caused blocky shadows * Test Drive Unlimited 2: Fixed shadows on grass * The Sims 2: Fixed a regression in DXVK 2.2 that affected terrain rendering OBS-URL: https://build.opensuse.org/request/show/1149744 OBS-URL: https://build.opensuse.org/package/show/Emulators:Wine/dxvk?expand=0&rev=40
2024-02-26 10:57:50 +00:00
Version: 2.3
Release: 0
Summary: Vulkan-based D3D11 implementation for Linux / Wine
License: zlib-acknowledgement
Group: System/Emulators/PC
URL: https://github.com/doitsujin/dxvk
Source0: %{name}-%{version}.tar.gz
Source1: baselibs.conf
Accepting request 1085932 from home:Thaodan:branches:Emulators:Wine - Keep setup_dxvk.sh script that was deleted by upstream. For more context see: https://github.com/doitsujin/dxvk/commit/64cb1ad208f80b11400eef779e99fec223754098 - Update to 2.1 * HDR support On systems supporting HDR10 color spaces, HDR can now be enabled by setting the environment variable DXVK_HDR=1, or by setting the option dxgi.enableHDR = True in the configuration file. When using vkd3d-proton 2.8 or newer, this will allow D3D12 games to detect and use the HDR10 color space if they support it. No major Linux desktop environment currently supports HDR. In order to use this on Linux, a Gamescope session with --hdr-enabled is required. This is currently only supported under AMDGPU and requires kernel patches from the josh-hdr-colorimetry branch. * Shader compilation improvements Use of pipeline libraries was extended to pipelines with tessellation or geometry shaders in order to further reduce stutter. Additionally, more features of the VK_EXT_extended_dynamic_state3 extension are leveraged to reduce stutter in some situations when MSAA is used, provided that the Vulkan driver supports them. * Sample rate shading For older games that support MSAA, the d3d9.forceSampleRateShading and d3d11.forceSampleRateShading options were added to let users enable sample rate shading for all shaders. This will have a very high impact on GPU-bound performance, but may increase overall image quality in certain games that suffer from specular aliasing or shimmering alpha-tested geometry. * Improved D3D11 command submission logic in order to make overall performance more consistent, and to bring DXVK's behaviour more in line with native D3D11 drivers. * Fixed D3D11 reference counting issues around 2D textures. (#3169) * Fixed Vulkan validation errors when creating DXGI_FORMAT_A8_UNORM UAVs. Note that UAVs of this format may not work as expected. * Fixed Vulkan validation errors that would occur when allocating dedicated image memory on Nvidia GPUs in some situations. * Fixed Vulkan validation errors caused by broken timeline semaphores on 32-bit Proton. * Worked around an issue with the Uplay overlay being stuck on screen. (#3146) * Worked around a bug in AMD's Windows driver as well as AMDVLK that would cause numerous games to crash since DXVK 2.0. (#3172) * Fewer threads will be used to perform background optimization of graphics pipeines. This may result in a smoother gameplay experience on some systems. * Ashes of the Singularity: Fixed performance regression caused by suboptimal descriptor set allocation. * Battlefield: Bad Company 2: Fixed flickering (#3078, PR #3079) * Cardfight!! Vanguard: Fixed rendering (PR #3068). * Gujian 3: Fixed rendering issues on some GPUs. (#1784) * Resident Evil 4 HD: Fixed invalid Vulkan usage causing a GPU hang on RADV. (PR #3089) * Saints Row: The Third: Fixed a severe performance issue with rain when using the D3D9 renderer. (#2473, PR #3158) * Sekiro: Shadows Die Twice: Fixed stuttering issues on Nvidia GPUs. (#3179) * Sonic Frontiers: Worked around a game bug that would cause shadows to flicker when GPU-bound. * Supreme Commander: Forged Alliance: Fixed a crash after loading (#3058, PR #3060) * Note: Due to changes to our DXGI implementation, older versions of vkd3d-proton (prior to 2.8) will no longer work with this version of DXVK. I tried to cut down the changelog as much as possible to cover only the relevant sections. OBS-URL: https://build.opensuse.org/request/show/1085932 OBS-URL: https://build.opensuse.org/package/show/Emulators:Wine/dxvk?expand=0&rev=36
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Source2: setup_dxvk.sh
BuildRequires: gcc
BuildRequires: gcc-c++
BuildRequires: glslang-devel
BuildRequires: meson
BuildRequires: ninja
BuildRequires: wine
BuildRequires: xz
%ifarch x86_64
BuildRequires: mingw64-cross-cpp
BuildRequires: mingw64-cross-gcc
BuildRequires: mingw64-cross-gcc-c++
BuildRequires: mingw64-headers
#Require 32bit version
Requires: %{name}-32bit
%else
BuildRequires: mingw32-cross-cpp
BuildRequires: mingw32-cross-gcc
BuildRequires: mingw32-cross-gcc-c++
BuildRequires: mingw32-headers
%endif
ExclusiveArch: %{ix86} x86_64
%description
Provides a Vulkan-based implementation of DXGI and D3D11 in order to run 3D applications on Linux using Wine
%prep
%setup -q
%build
export CFLAGS="%optflags -DNDEBUG -fPIC -O2 -pthread -fno-strict-aliasing -fpredictive-commoning -fuse-linker-plugin -fno-stack-protector -fno-stack-clash-protection -fno-lto"
export CXXFLAGS="${CFLAGS} -fpermissive"
export LDFLAGS="-fPIC -Wl,--sort-common -Wl,--gc-sections -Wl,-O1 -fuse-linker-plugin -fno-lto"
mkdir ../build
Accepting request 1090559 from home:Thaodan:branches:Emulators:Wine - Update to 2.2 * 3D11On12 support In order to enable D3D12 support in recent Unity Engine titles such as Lego Builder's Journey, this release introduces support for creating D3D11 devices from a D3D12 device using D3D11On12CreateDevice, as well as the basic ID3D11On12Device interface. This is achieved by importing the Vulkan device and resource handles from vkd3d-proton into DXVK, and otherwise uses DXVK's existing D3D11 implementation. A vkd3d-proton build as of HansKristian-Work/vkd3d-proton@26c4fed or later is required for this to work. * D3D9 Partial Presentation DXVK now supports presenting to parts of a window by copying the contents of the backbuffer to system memory and then drawing them into the window on the CPU. This improves compatibility with game launchers, particularly those based on Microsoft's WPF toolkit, and some visual novels. It will however come with a noticable performance hit. Additionally, overall behaviour of D3D9 swap chains was improved and the d3d9.noExplicitFrontBuffer option was removed. * Logging changes When running on Proton or plain Wine, DXVK will no longer create log files by default and instead only write log messages to the console using wine-specific functionality, in order to avoid creating unnecessary extra files. This matches vkd3d-proton behaviour. Note that log file creation can be re-enabled by setting the environment variable DXVK_LOG_PATH to a valid path. When filing bug reports, users are encouraged to upload the full Proton log. * Warnings about unknown interfaces being queried via QueryInterface will only be logged once in order to avoid growing log files indefinitely in some games. (#3231) * Fixed a regression when rendering YUY2 or UYUY texture formats. This fixes in-game videos in Jade Empire (#3182) and Sid Meier's Pirates (#3189) (PR #3342) * Fixed an issue wherein threads were not properly destroyed. * Fixed Vulkan validation errors caused by incorrect layout tracking when enabling feedback loops for a texture. * Fixed Vulkan validation errors caused by 0x0 sized clears in D3D9. * D3D9 StateBlocks now only allocate memory for the parts that are actually used. This fixes Total War: Shogun 2 running out of address space when using the D3D9 renderer. (#2703, PR #3248) * Improved usage of some VK_EXT_extended_dynamic_state3 features to avoid hitting slow paths on some drivers. * Improved enumeration of DXGI outputs on systems with multiple GPUs. This fixes performance issues with recent RE Engine games (D3D12) on such systems. * Significantly reduced memory usage in situations where games create unused D3D11 devices. * Battle Fantasia Revised Edition: Locked frame rate to 60 FPS to work around game bugs at higher frame rates. (PR #3256) * Cold Fear: Fixed missing geometry (#3293, PR #3390) * Dawn of Magic 2: Fixed a crash upon start (#3271, PR #3272) * DC Universe Online: Fixed a hang after alt-tabbing out and back in. (#3314, PR #3316) * Far Cry 2: Work around rendering issues on Intel hardware, as well as low performance on all GPUs. (PR #3241) * Halo: The Master Chief Collection: Fixed memory leak due to invalid query usage by the game (PR #3273) * Warhammer 40k: Space Marine: Fixed shadow rendering (#3298, PR #3305) OBS-URL: https://build.opensuse.org/request/show/1090559 OBS-URL: https://build.opensuse.org/package/show/Emulators:Wine/dxvk?expand=0&rev=38
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meson setup \
--cross-file build-win$(arch | tail -c 3 | sed 's|86|32|g').txt \
--strip \
--buildtype "release" \
--unity off \
--prefix /%{name} \
../build
cd ../build
ninja
%install
#install wrapper scripts
mkdir -p %{buildroot}%{_bindir} %{buildroot}%{_libexecdir}/%{name}/bin
sed \
-e 's|basedir=.*|basedir="%{_libexecdir}/%{name}"|g' \
-e 's|x32|lib|g' -e 's|x64|lib64|g' \
Accepting request 1085932 from home:Thaodan:branches:Emulators:Wine - Keep setup_dxvk.sh script that was deleted by upstream. For more context see: https://github.com/doitsujin/dxvk/commit/64cb1ad208f80b11400eef779e99fec223754098 - Update to 2.1 * HDR support On systems supporting HDR10 color spaces, HDR can now be enabled by setting the environment variable DXVK_HDR=1, or by setting the option dxgi.enableHDR = True in the configuration file. When using vkd3d-proton 2.8 or newer, this will allow D3D12 games to detect and use the HDR10 color space if they support it. No major Linux desktop environment currently supports HDR. In order to use this on Linux, a Gamescope session with --hdr-enabled is required. This is currently only supported under AMDGPU and requires kernel patches from the josh-hdr-colorimetry branch. * Shader compilation improvements Use of pipeline libraries was extended to pipelines with tessellation or geometry shaders in order to further reduce stutter. Additionally, more features of the VK_EXT_extended_dynamic_state3 extension are leveraged to reduce stutter in some situations when MSAA is used, provided that the Vulkan driver supports them. * Sample rate shading For older games that support MSAA, the d3d9.forceSampleRateShading and d3d11.forceSampleRateShading options were added to let users enable sample rate shading for all shaders. This will have a very high impact on GPU-bound performance, but may increase overall image quality in certain games that suffer from specular aliasing or shimmering alpha-tested geometry. * Improved D3D11 command submission logic in order to make overall performance more consistent, and to bring DXVK's behaviour more in line with native D3D11 drivers. * Fixed D3D11 reference counting issues around 2D textures. (#3169) * Fixed Vulkan validation errors when creating DXGI_FORMAT_A8_UNORM UAVs. Note that UAVs of this format may not work as expected. * Fixed Vulkan validation errors that would occur when allocating dedicated image memory on Nvidia GPUs in some situations. * Fixed Vulkan validation errors caused by broken timeline semaphores on 32-bit Proton. * Worked around an issue with the Uplay overlay being stuck on screen. (#3146) * Worked around a bug in AMD's Windows driver as well as AMDVLK that would cause numerous games to crash since DXVK 2.0. (#3172) * Fewer threads will be used to perform background optimization of graphics pipeines. This may result in a smoother gameplay experience on some systems. * Ashes of the Singularity: Fixed performance regression caused by suboptimal descriptor set allocation. * Battlefield: Bad Company 2: Fixed flickering (#3078, PR #3079) * Cardfight!! Vanguard: Fixed rendering (PR #3068). * Gujian 3: Fixed rendering issues on some GPUs. (#1784) * Resident Evil 4 HD: Fixed invalid Vulkan usage causing a GPU hang on RADV. (PR #3089) * Saints Row: The Third: Fixed a severe performance issue with rain when using the D3D9 renderer. (#2473, PR #3158) * Sekiro: Shadows Die Twice: Fixed stuttering issues on Nvidia GPUs. (#3179) * Sonic Frontiers: Worked around a game bug that would cause shadows to flicker when GPU-bound. * Supreme Commander: Forged Alliance: Fixed a crash after loading (#3058, PR #3060) * Note: Due to changes to our DXGI implementation, older versions of vkd3d-proton (prior to 2.8) will no longer work with this version of DXVK. I tried to cut down the changelog as much as possible to cover only the relevant sections. OBS-URL: https://build.opensuse.org/request/show/1085932 OBS-URL: https://build.opensuse.org/package/show/Emulators:Wine/dxvk?expand=0&rev=36
2023-05-15 11:37:33 +00:00
%{SOURCE2}> %{buildroot}%{_libexecdir}/%{name}/bin/setup_dxvk.sh
ln -s %{_libexecdir}/%{name}/bin/setup_dxvk.sh %{buildroot}%{_bindir}/wine%{name}
#install dxvk proper
cd ../build
DESTDIR=%{buildroot}%{_libexecdir} ninja install
%ifarch x86_64
if [ -d %{buildroot}%{_libexecdir}/%{name}/lib ];then
mv %{buildroot}%{_libexecdir}/%{name}/lib %{buildroot}%{_libexecdir}/%{name}/%{_lib}
fi
%endif
rm %{buildroot}%{_libexecdir}/%{name}/%{_lib}/*.dll.a && \
mv %{buildroot}%{_libexecdir}/%{name}/bin/*.dll %{buildroot}%{_libexecdir}/%{name}/%{_lib}/
%files
%defattr(644,root,root)
%doc README.md
%license LICENSE
%{_bindir}/wine%{name}
%dir %{_libexecdir}/%{name}
%{_libexecdir}/%{name}/%{_lib}
%attr(755, root, root) %{_libexecdir}/%{name}/bin
%changelog