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dxvk-2.4.tar.gz Normal file
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-------------------------------------------------------------------
Tue Jan 14 00:32:17 UTC 2025 - Simon Vogl <simon.vogl@gmx.net>
- Update to 2.5.3:
* Fixed a regression that would cause severe rendering issues
in many D3D8 and D3D9 games that use fixed-function rendering
* Fixed invalid shader code generation for certain rare texture
operations in D3D11
* This fixes a potential crash in TopSpin 2k25
* Fixed a potential issue with handling NaN tessellation factors
in D3D11 hull shaders
* Fixed an issue with D3D9 shader validation that would cause
valid shader code to be rejected in some situations
* Improved the debugging experience when DXVK_DEBUG=markers is
set
* Arcana Heart 3 Love Max!!!!!: Enabled 60 FPS limit to work
around a game issue on Steam Deck OLED
* Bright Memory: Worked around an issue where the game would
prioritize integrated graphics over dedicated Intel GPUs
* Far Cry 5: Worked around an issue that would cause terrain to
be invisible on Intel GPUs
* Halo: The Master Chief Collection: Fixed a shader-related
issue that would cause flickering objects on some drivers
* Max Payne 3: Enabled strict float emulation to work around
broken rendering in D3D9 mode
* The Hurricane of the Varstray -Collateral hazard-: Enabled 60
FPS limit to work around game issues when running in windowed
mode
-------------------------------------------------------------------
Sat Nov 23 20:28:31 UTC 2024 - Simon Vogl <simon.vogl@gmx.net>
- Update to 2.5.1:
* Fixed a major regression where anisotropic filtering would not work correctly in D3D9 games
* Fixed some build issues with dxvk-native
* Fixed some build issues with recent versions of clang
* GTA Trilogy Definitive Edition: Work around a crash when HDR is enabled
* Note: Since these games use Unreal Engine 4, HDR is unsupported in D3D11 mode
-------------------------------------------------------------------
Fri Sep 27 00:12:25 UTC 2024 - Simon Vogl <simon.vogl@gmx.net>
- Update to 2.4.1:
* The size for memory chunks is now determined dynamically based
on the amount of memory the application has already allocated
This should improve the out-of-the-box behaviour in various
game launchers; the dxvk.maxChunkSize option was removed
accordingly
* Fixed an issue where the Vulkan swap chain would not always be
recreated appropriately in a native Wayland environment
* Fixed an issue with descriptor pools growing too large on
Nvidia cards in some situations
* Changed default shader code generation for DXBC mad
instructions to work around flickering issues in games that
use different vertex shaders to render the same geometry in
multiple render passes. The d3d11.longMad and d3d9.longMad
options were removed accordingly
* Improved overall robustness of the D3D8 implementation with
error handling and fixed various memory leaks
* Slightly improved performance by optimizing vertex buffer
uploads
* Significantly improved performance in some games using
Software Vertex Processing
* Fixed full-screen presentation issues in some Game Maker games
* Removed VK_IMAGE_USAGE_SAMPLED_BIT from textures that don't
need it
* Enabled strict float emulation by default on AMDVLK now that
this driver optimizes the pattern emitted by DXVK
Do note that this was already the case on RADV
* Chrome: Gold Edition: Enabled 60 FPS limit to work around game
issues at higher frame rates
* GTA: San Andreas: Fix regression that made it crash with DXVK
2.4
* Operation Racoon City: Worked around a game crash
* Prince of Persia (2008): Enabled 240 FPS limit to work around
game issues at very high frame rates
* Rayman 3: Fixed missing geometry
* Serious Sam 2: Fix in-game videos
* Splinter Cell: Pandora Tomorrow: Enabled 60 FPS limit to fix
broken input and physics
* The First Templar: Fixed lighting issues
* The Sims 2: Fix regression that made it crash with earlier
DXVK versions
* Worked around a general issue wherein some games default to an
integrated GPU based on the amount of available video memory
* Worked around an issue where various games would misbehave
when the amount of available VRAM is reported as a power of
two
* Changed shader code generation for dot product instructions to
be more in line with code generation on native drivers
This fixes a water rendering issue in Trails through Daybreak
on Nvidia
* Implemented a basic dead code elimination pass to avoid
generating invalid SPIR-V shaders in rare situations
Note: All these shader-related changes will invalidate
fossilize databases
* Games will now leave fullscreen mode when the game window
loses focus
This is closer to Windows behaviour and fixes various issues
with games hanging on some setups
* Made sure the built-in options in DXVK for a game take
precedence over the options enabled/disabled by DXVK-NVAPI
This fixes a performance regression in God of War on Nvidia
GPUs
* Batman Arkham Knight: Worked around an issue where the game
does not start when it detects an Intel GPU
* Hunt Showdown: Fixed a crash caused by DXVK reporting a very
high UMD driver version
* Kena: Bridge of Spirits: Worked around a water rendering issue
when the game detects an Intel GPU
* Microsoft Flight Simulator: Fixed garbled screen on start-up
* Senran Kagura Peach Ball: Fixed character models being
rendered the wrong way around
* The Sims 4: Work around a crash caused by a use-after-free bug
in the game
-------------------------------------------------------------------
Sun Aug 25 11:40:13 UTC 2024 - Simon Vogl <simon.vogl@gmx.net>

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name: dxvk
version: 2.5.3
mtime: 1736781620
commit: c707d9026f33b6ab89639f154b6ac5f6326fa037
version: 2.4
mtime: 1720605374
commit: 008afc1c5f287e82a553108790da6e10b1159200

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#
# spec file for package dxvk
#
# Copyright (c) 2025 SUSE LLC
# 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
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Name: dxvk
Version: 2.5.3
Version: 2.4
Release: 0
Summary: Vulkan-based Direct3D 8/9/10/11 implementation for Linux / Wine
License: zlib-acknowledgement