Accepting request 1252974 from Emulators:Wine

Update to version 2.6

If you have any suggestions for improvement, please let me know! (forwarded request 1252942 from DarkWav)

OBS-URL: https://build.opensuse.org/request/show/1252974
OBS-URL: https://build.opensuse.org/package/show/openSUSE:Factory/dxvk?expand=0&rev=15
This commit is contained in:
2025-03-14 22:51:35 +00:00
committed by Git OBS Bridge
5 changed files with 83 additions and 7 deletions

View File

@@ -1,3 +0,0 @@
version https://git-lfs.github.com/spec/v1
oid sha256:90a7c48ef5721eacbf192ac309da609edd119de74ed52170ffdad9d4700ee0ac
size 4631235

3
dxvk-2.6.tar.gz Normal file
View File

@@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:177973b1be68528cfc27f555f21cbf2bf4c004ce9a18d1bd303e019475326a2f
size 4952484

View File

@@ -1,3 +1,79 @@
-------------------------------------------------------------------
Fri Mar 14 03:16:11 UTC 2025 - Simon Vogl <simon.vogl@gmx.net>
- Update to 2.6:
* Worked around a common game bug that would cause garbled
output on Nvidia when using MSAA
* This affects games such as Assassin's Creed 3 / Black Flag,
Watch Dogs, Stalker: Clear Sky, and others
* Note: This may have a small impact on performance and memory
usage in affected games, including on AMD GPUs, where this
issue did not manifest in rendering issues due to hardware
details
* Potentially improved GPU-bound performance in games that use
NVAPI UAVOverlap feature, such as Baldurs Gate 3
* While this feature was supported before, our previous
implementation was too conservative
* Note: Like other vendor extensions, this does not work on
Windows
* Removed d3d11.dcSingleUseMode option. Submitting deferred
command lists multiple times will now behave as expected by
default
* Note: This may increase memory usage in some games. Fixes
rendering issues in Cardfight!! Vanguard Dear Days 2
* Slightly improved GPU-bound performance in modern games that
extensively use pixel shader UAVs, such as Trine 5
* Slightly reduced CPU overhead in some games that use resource
binding methods inefficiently, such as God of War
* Fixed layered D3D11 video processor view creation
* Added support for the ID3D11On12Device1 interop interface
* Clanfolk: Worked around a game bug that would cause missing
geometry on Intel
* Kingdom Come: Deliverance: Fixed a case of invalid Vulkan
usage
* Watch Dogs 2: Worked around a game bug that would cause the
sky to flicker on RDNA3 GPUs
* Fixed a race condition that could lead to crashes in games
doing multi-threaded asset loading
* Fixed various issues that would occur when disabling shader
support via the d3d9.shaderModel option
* Fixed an issue where games using both software and hardware
cursors would not transition between the two smoothly
* Fixed a regression that would cause textures to not be bound
correctly in some games
* Fixed an issue where games that request half-rate Vsync would
run at quarter-rate instead
* Fixed minor issues that would cause wine test failures
* CivCity: Rome: Added vendor ID override to make the game
render shadows on Intel GPUs
* Global Operations: Fixed rendering issues
* Need For Speed: Hot Pursuit 2: Fixed missing fog
* Silent Hill 2: Fixed an issue where the menu would render
incorrectly with the Silent HIll 2 Enhancements mod
* Tom Clancy's Splinter Cell: Worked around alt+tab and shadow
rendering issues
* Trainz v1.3: Worked around alt+tab issue
* Reworked Vulkan swapchain implementation to be more robust
* Improved efficiency of multisample resolves on tiling GPUs
* Fixed a regression introduced in DXVK 2.5 that would cause
memory allocation errors on certain unified memory setups,
including the Qualcomm proprietary driver
* Note: This does not mean that DXVK will officially support
Android, or proprietary mobile drivers
* Fixed a crash if an application unloads the SetupAPI DLL. This
issue affected various AdvHD-based visual novels
* Fixed an issue where software rasterizers such as Lavapipe
would not be considered when setting DXVK_FILTER_DEVICE_NAME
* Resource initialization is now always performed on the
asynchronous transfer queue if possible, and no longer uses
additional memory on drivers that support Vulkan sparse
residency features. This may save up to 64 MiB of VRAM in some
games
* Worked around an std::regex bug that would cause games to
instantly crash when using Japanese locale
* Worked around potential 32-bit crashes caused by stack
alignment issues in GCC-compiled binaries
-------------------------------------------------------------------
Tue Jan 14 00:32:17 UTC 2025 - Simon Vogl <simon.vogl@gmx.net>

View File

@@ -1,4 +1,4 @@
name: dxvk
version: 2.5.3
mtime: 1736781620
commit: c707d9026f33b6ab89639f154b6ac5f6326fa037
version: 2.6
mtime: 1741859541
commit: ad253b8a7e20b7cf16fce7d1c505928a434eac29

View File

@@ -17,7 +17,7 @@
Name: dxvk
Version: 2.5.3
Version: 2.6
Release: 0
Summary: Vulkan-based Direct3D 8/9/10/11 implementation for Linux / Wine
License: zlib-acknowledgement