diff --git a/dxvk-2.1.tar.gz b/dxvk-2.1.tar.gz deleted file mode 100644 index ec4e65a..0000000 --- a/dxvk-2.1.tar.gz +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:1f04eca4c436fc795ed28ddb368d388e18d7b0b531885129bed363558eaae6dd -size 3802130 diff --git a/dxvk-2.2.tar.gz b/dxvk-2.2.tar.gz new file mode 100644 index 0000000..23e2560 --- /dev/null +++ b/dxvk-2.2.tar.gz @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4aeb3c6f711e1dfd16d6da17800a597c1c092388f12d8ed462334f3824b7d5fb +size 3818454 diff --git a/dxvk.changes b/dxvk.changes index 5659862..7394f4e 100644 --- a/dxvk.changes +++ b/dxvk.changes @@ -1,3 +1,66 @@ +------------------------------------------------------------------- +Wed May 24 02:29:22 UTC 2023 - Björn Bidar + +- 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) + + ------------------------------------------------------------------- Fri May 5 22:16:37 UTC 2023 - Björn Bidar diff --git a/dxvk.spec b/dxvk.spec index a29b101..fd54e91 100644 --- a/dxvk.spec +++ b/dxvk.spec @@ -17,7 +17,7 @@ Name: dxvk -Version: 2.1 +Version: 2.2 Release: 0 Summary: Vulkan-based D3D11 implementation for Linux / Wine License: zlib-acknowledgement @@ -65,7 +65,7 @@ export LDFLAGS="-fPIC -Wl,--sort-common -Wl,--gc-sections -Wl,-O1 -fuse-linker-p mkdir ../build -meson \ +meson setup \ --cross-file build-win$(arch | tail -c 3 | sed 's|86|32|g').txt \ --strip \ --buildtype "release" \