2020-09-05 17:47:16 +00:00
|
|
|
#
|
|
|
|
# spec file for package dxvk
|
|
|
|
#
|
2024-02-26 10:57:50 +00:00
|
|
|
# Copyright (c) 2024 SUSE LLC
|
2020-09-05 17:47:16 +00:00
|
|
|
#
|
|
|
|
# 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.
|
|
|
|
|
2020-09-06 08:08:59 +00:00
|
|
|
# Please submit bugfixes or comments via https://bugs.opensuse.org/
|
2020-09-05 17:47:16 +00:00
|
|
|
#
|
|
|
|
|
|
|
|
|
|
|
|
Name: dxvk
|
2024-02-26 10:57:50 +00:00
|
|
|
Version: 2.3
|
2020-09-05 17:47:16 +00:00
|
|
|
Release: 0
|
|
|
|
Summary: Vulkan-based D3D11 implementation for Linux / Wine
|
|
|
|
License: zlib-acknowledgement
|
|
|
|
Group: System/Emulators/PC
|
2020-09-06 08:08:59 +00:00
|
|
|
URL: https://github.com/doitsujin/dxvk
|
2023-05-06 11:02:40 +00:00
|
|
|
Source0: %{name}-%{version}.tar.gz
|
2020-09-06 08:08:59 +00:00
|
|
|
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
2023-05-15 11:37:33 +00:00
|
|
|
Source2: setup_dxvk.sh
|
2020-09-05 17:47:16 +00:00
|
|
|
|
|
|
|
BuildRequires: gcc
|
|
|
|
BuildRequires: gcc-c++
|
|
|
|
BuildRequires: glslang-devel
|
2020-09-06 08:08:59 +00:00
|
|
|
BuildRequires: meson
|
|
|
|
BuildRequires: ninja
|
|
|
|
BuildRequires: wine
|
2020-09-05 17:47:16 +00:00
|
|
|
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
|
|
|
|
|
2021-06-22 09:10:56 +00:00
|
|
|
ExclusiveArch: %{ix86} x86_64
|
|
|
|
|
2020-09-05 17:47:16 +00:00
|
|
|
%description
|
|
|
|
Provides a Vulkan-based implementation of DXGI and D3D11 in order to run 3D applications on Linux using Wine
|
|
|
|
|
|
|
|
%prep
|
|
|
|
%setup -q
|
|
|
|
|
|
|
|
%build
|
2021-06-19 13:42:51 +00:00
|
|
|
export CFLAGS="%optflags -DNDEBUG -fPIC -O2 -pthread -fno-strict-aliasing -fpredictive-commoning -fuse-linker-plugin -fno-stack-protector -fno-stack-clash-protection -fno-lto"
|
2020-09-05 17:47:16 +00:00
|
|
|
export CXXFLAGS="${CFLAGS} -fpermissive"
|
2021-06-19 13:42:51 +00:00
|
|
|
export LDFLAGS="-fPIC -Wl,--sort-common -Wl,--gc-sections -Wl,-O1 -fuse-linker-plugin -fno-lto"
|
2020-09-05 17:47:16 +00:00
|
|
|
|
|
|
|
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
2023-07-02 09:19:37 +00:00
|
|
|
meson setup \
|
2020-09-05 17:47:16 +00:00
|
|
|
--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
|
2020-09-05 17:47:16 +00:00
|
|
|
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
|