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
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version https://git-lfs.github.com/spec/v1
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oid sha256:90a7c48ef5721eacbf192ac309da609edd119de74ed52170ffdad9d4700ee0ac
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size 4631235
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dxvk-2.6.tar.gz
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dxvk-2.6.tar.gz
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version https://git-lfs.github.com/spec/v1
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oid sha256:177973b1be68528cfc27f555f21cbf2bf4c004ce9a18d1bd303e019475326a2f
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size 4952484
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dxvk.changes
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dxvk.changes
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-------------------------------------------------------------------
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Fri Mar 14 03:16:11 UTC 2025 - Simon Vogl <simon.vogl@gmx.net>
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- Update to 2.6:
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* Worked around a common game bug that would cause garbled
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output on Nvidia when using MSAA
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* This affects games such as Assassin's Creed 3 / Black Flag,
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Watch Dogs, Stalker: Clear Sky, and others
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* Note: This may have a small impact on performance and memory
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usage in affected games, including on AMD GPUs, where this
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issue did not manifest in rendering issues due to hardware
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details
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* Potentially improved GPU-bound performance in games that use
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NVAPI UAVOverlap feature, such as Baldurs Gate 3
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* While this feature was supported before, our previous
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implementation was too conservative
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* Note: Like other vendor extensions, this does not work on
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Windows
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* Removed d3d11.dcSingleUseMode option. Submitting deferred
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command lists multiple times will now behave as expected by
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default
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* Note: This may increase memory usage in some games. Fixes
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rendering issues in Cardfight!! Vanguard Dear Days 2
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* Slightly improved GPU-bound performance in modern games that
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extensively use pixel shader UAVs, such as Trine 5
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* Slightly reduced CPU overhead in some games that use resource
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binding methods inefficiently, such as God of War
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* Fixed layered D3D11 video processor view creation
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* Added support for the ID3D11On12Device1 interop interface
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* Clanfolk: Worked around a game bug that would cause missing
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geometry on Intel
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* Kingdom Come: Deliverance: Fixed a case of invalid Vulkan
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usage
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* Watch Dogs 2: Worked around a game bug that would cause the
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sky to flicker on RDNA3 GPUs
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* Fixed a race condition that could lead to crashes in games
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doing multi-threaded asset loading
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* Fixed various issues that would occur when disabling shader
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support via the d3d9.shaderModel option
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* Fixed an issue where games using both software and hardware
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cursors would not transition between the two smoothly
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* Fixed a regression that would cause textures to not be bound
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correctly in some games
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* Fixed an issue where games that request half-rate Vsync would
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run at quarter-rate instead
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* Fixed minor issues that would cause wine test failures
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* CivCity: Rome: Added vendor ID override to make the game
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render shadows on Intel GPUs
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* Global Operations: Fixed rendering issues
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* Need For Speed: Hot Pursuit 2: Fixed missing fog
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* Silent Hill 2: Fixed an issue where the menu would render
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incorrectly with the Silent HIll 2 Enhancements mod
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* Tom Clancy's Splinter Cell: Worked around alt+tab and shadow
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rendering issues
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* Trainz v1.3: Worked around alt+tab issue
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* Reworked Vulkan swapchain implementation to be more robust
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* Improved efficiency of multisample resolves on tiling GPUs
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* Fixed a regression introduced in DXVK 2.5 that would cause
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memory allocation errors on certain unified memory setups,
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including the Qualcomm proprietary driver
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* Note: This does not mean that DXVK will officially support
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Android, or proprietary mobile drivers
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* Fixed a crash if an application unloads the SetupAPI DLL. This
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issue affected various AdvHD-based visual novels
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* Fixed an issue where software rasterizers such as Lavapipe
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would not be considered when setting DXVK_FILTER_DEVICE_NAME
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* Resource initialization is now always performed on the
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asynchronous transfer queue if possible, and no longer uses
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additional memory on drivers that support Vulkan sparse
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residency features. This may save up to 64 MiB of VRAM in some
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games
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* Worked around an std::regex bug that would cause games to
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instantly crash when using Japanese locale
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* Worked around potential 32-bit crashes caused by stack
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alignment issues in GCC-compiled binaries
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-------------------------------------------------------------------
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Tue Jan 14 00:32:17 UTC 2025 - Simon Vogl <simon.vogl@gmx.net>
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@@ -1,4 +1,4 @@
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name: dxvk
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version: 2.5.3
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mtime: 1736781620
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commit: c707d9026f33b6ab89639f154b6ac5f6326fa037
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version: 2.6
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mtime: 1741859541
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commit: ad253b8a7e20b7cf16fce7d1c505928a434eac29
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