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forked from pool/dxvk

- updated to 2.0

- Driver compatibility
    A Vulkan 1.3 capable driver and wine version are required to run
    this version of DXVK. See the driver support page for details.
    Many features in this release, especially the shader compilation
    changes detailed below, require the use of modern Vulkan features,
    such as Dynamic Rendering, Extended Dynamic State, and Null
    Descriptors. Due to the significant changes required to make use
    of them, it was no longer practical to maintain and test code paths
    for older drivers which do not support these features.
    In practice, any system capable of running D3D11 and D3D12 games
    using Proton Experimental right now will be able to run DXVK 2.0.
    Note: Third-party Vulkan layers that were not updated for Vulkan 1.3 will no longer work.
    D3D9 changes
    - Memory management improvements
    In order to reduce the likelihood of running out of address space in
    32-bit D3D9 games, DXVK will now use memory-mapped files to store
    shadow copies of textures. This allows us to unmap memory that is
    not being used by the game, thus freeing up significant amounts of
    address space, up to several hundred Megabytes. See PR #2663 for
    implementation details.
    Note: This change does not affect 64-bit games since address space
    is not a concern there. It also does not affect D3D10 or D3D11 since
    resource uploads work differently in those APIs and are much more
    memory efficient.
    Render target feedback loops
    On drivers which support VK_EXT_attachment_feedback_loop_layout,
    reading from an active render target in D3D9 games is now properly
    supported, which previously caused rendering artifacts on newer AMD
    hardware and required driver-level workarounds. This affects a number

OBS-URL: https://build.opensuse.org/package/show/Emulators:Wine/dxvk?expand=0&rev=33
This commit is contained in:
Marcus Meissner 2023-03-06 15:48:27 +00:00 committed by Git OBS Bridge
parent 8bcbd73b25
commit 46aa1c26ac
4 changed files with 176 additions and 5 deletions

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-------------------------------------------------------------------
Mon Mar 6 15:44:36 UTC 2023 - Marcus Meissner <meissner@suse.com>
- updated to 2.0
- Driver compatibility
A Vulkan 1.3 capable driver and wine version are required to run
this version of DXVK. See the driver support page for details.
Many features in this release, especially the shader compilation
changes detailed below, require the use of modern Vulkan features,
such as Dynamic Rendering, Extended Dynamic State, and Null
Descriptors. Due to the significant changes required to make use
of them, it was no longer practical to maintain and test code paths
for older drivers which do not support these features.
In practice, any system capable of running D3D11 and D3D12 games
using Proton Experimental right now will be able to run DXVK 2.0.
Note: Third-party Vulkan layers that were not updated for Vulkan 1.3 will no longer work.
D3D9 changes
- Memory management improvements
In order to reduce the likelihood of running out of address space in
32-bit D3D9 games, DXVK will now use memory-mapped files to store
shadow copies of textures. This allows us to unmap memory that is
not being used by the game, thus freeing up significant amounts of
address space, up to several hundred Megabytes. See PR #2663 for
implementation details.
Note: This change does not affect 64-bit games since address space
is not a concern there. It also does not affect D3D10 or D3D11 since
resource uploads work differently in those APIs and are much more
memory efficient.
Render target feedback loops
On drivers which support VK_EXT_attachment_feedback_loop_layout,
reading from an active render target in D3D9 games is now properly
supported, which previously caused rendering artifacts on newer AMD
hardware and required driver-level workarounds. This affects a number
of games, including GTA IV.
Alpha test improvements
The D3D9 alpha test implementation was changed to more closely match
the behaviour of Nvidia's implementation, which fixes inaccuracies
in various games. The d3d9.alphaTestWiggleRoom option was removed,
and games that previously required this option should now work
correctly by default.
D3D10 changes
DXVK previously shipped incomplete implementations of d3d10.dll and
d3d10_1.dll, but has not installed them by default since Version 1.6
since wine's implementation provides more features that are needed
for D3D10 games to run, including the D3D10 Effects framework.
Since our implementation is incomplete and has not been used by Proton
or Lutris for a very long time, DXVK will no longer ship these DLLs
starting with this release. The D3D10 API itself is still supported
via d3d10core.dll.
D3D11 changes
Feature support
DXVK now exposes D3D11 Feature Level 12_1 with the following newly added features:
Tiled Resources up to Tier 3, provided that the corresponding Vulkan sparse binding and sparse residency features are supported
Conservative Rasterization up to Tier 3, provided that the corresponding Vulkan conservative rasterization features are supported.
Rasterizer Ordered Views, provided that the corresponding Vulkan fragment shader interlock features are supported.
While no games are known to use these features directly in D3D11, some
games and game launchers rely on feature support being consistent
between D3D11 and D3D12 in order to allow users to enable D3D12
in the game options. While our implementation of these feature is
generally functional, there may be bugs or performance issues in
case a game does use them.
Furthermore, DXVK now supports the D3D11_FEATURE_SHADER_CACHE and
D3D11_FEATURE_D3D11_OPTIONS5 feature queries.
Note: AMD Vulkan drivers do currently not support fragment shader
interlock and are limited to feature level 12_0.
Note: Intel's ANV driver currently does not support the corresponding
Vulkan features and is therefore limited to feature level 11_1. This
applies to both DXVK and vkd3d-proton.
Device contexts
The implementations of ID3D11DeviceContext were refactored so
that immediate contexts and deferred contexts no longer use common
entry points. This is closer to Windows behaviour and may improve
compatibility to third-party libraries and mods that hook into the
D3D11 immediate context specifically, and reduces CPU overhead since
some frequently used code paths are now more specialized for each
context type.
State clear and restore methods were optimized to further reduce CPU
overhead in games that heavily use deferred contexts, e.g. Assassin's
Creed: Origins, or explicitly call ClearState frequently, e.g. God
of War.
Shader compilation changes
On drivers which support VK_EXT_graphics_pipeline_library, including
the IndependentInterpolationDecoration feature, Vulkan shaders will
now be compiled at the time the game loads its D3D shaders, rather
than at draw time. This reduces or eliminates shader compile stutter
in many games.
In games that load their shaders during loading screens or in the
menu, this can lead to prolonged periods of very high CPU utilization,
especially on weaker CPUs. For affected games it is recommended to
wait for shader compilation to finish before starting the game to
avoid stutter and low performance. Shader compiler activity can be
monitored with DXVK_HUD=compiler.
Note: The relevant Vulkan features are currently only supported
by Nvidia drivers (version 520.56.06 or later). Driver support is
expected to improve in the future.
State cache interactions
This feature largely replaces the state cache. If the given Vulkan
features are supported, only pipelines that cannot use the pipeline
library feature (e.g. pipelines using tessellation shaders) will
be written to and read from the state cache, so newly created state
cache files will typically only contain a few dozen to a few hundred
pipelines, as opposed to thousands or tens of thousands. If the
graphics pipeline library feature is not supported, the state cache
will be used the same way as it was in older DXVK versions.
Note: State cache files created with DXVK versions prior to 1.4.3 can no longer be used.
Note: Despite our efforts, due to the significant changes under
the hood, there may be issues when using an older state cache file
under some circumstances. If you experience crashes, please test
if the game runs with a clean cache file (DXVK_STATE_CACHE=reset)
before reporting a bug.
Caveats
Games which only load their D3D shaders at draw time (e.g. Witcher 3,
most Unreal Engine games) will still exhibit some stutter, although
it should still be less severe than without this feature.
For 32-bit games, the implementation tries to aggressively free
Vulkan pipelines in order to save memory. This may cause stutter if
the driver's on-disk shader cache is not working properly.
On Nvidia drivers, the on-disk shader cache will be significantly
larger than with previous versions of DXVK. It may be necessary
to bypass the size limit by setting the environment variable
__GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1, or setting a new limit manually
via __GL_SHADER_DISK_CACHE_SIZE (in bytes).
Linux build support
Work from dxvk-native has been upstreamed in order to facilitate
native Linux builds of DXVK, which can be used as a drop-in
replacement to port D3D applications without having to change
rendering code.
Note: When porting a D3D11 application, please refer to the Feature
support and Developer Guidelines pages on the Wiki to avoid hitting
unsupported or slow code paths in DXVK.
-------------------------------------------------------------------
Wed Jul 13 15:18:04 UTC 2022 - Marcus Meissner <meissner@suse.com>

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#
# spec file for package dxvk
#
# Copyright (c) 2022 SUSE LLC
# Copyright (c) 2023 SUSE LLC
#
# All modifications and additions to the file contributed by third parties
# remain the property of their copyright owners, unless otherwise agreed
@ -17,7 +17,7 @@
Name: dxvk
Version: 1.10.2
Version: 2.0
Release: 0
Summary: Vulkan-based D3D11 implementation for Linux / Wine
License: zlib-acknowledgement

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