- updated to 1.10.2
- Implemented non-seamless cube maps for D3D9 using the `VK_EXT_non_seamless_cube_map` extension if supported by the driver - FIxed an issue with current versions of the Nvidia Vulkan developer driver not using its on-disk shader cache with DXVK - Fixed an issue which would cause the state cache file to not be written properly - Fixed an issue where incorrect barriers would be emitted for UAV rendering (#2696) - Fixed an issue where the `d3d11.samplerAnisotropy` option would apply to the wrong kind of samplers - Fixed potential issues when using state caches that were created on a driver with a different feature set - Fixed broken stencil resolves in D3D9 - Fixed build issues on GCC 12.1 - Optimized UAV clears in D3D11 to allow drivers to use image compression more frequently - Optimized performance of in-memory compression for SPIR-V shader code - **Beyond Good and Evil**: Work around missing light shafts (#2680) - **Day Z**: Enabled `d3d11.cachedDynamicResources` option to work around performance issues (PR #2709) - **Dead Space**: Fixed shadow rendering and added 60 FPS lock to work around game bugs (#2704) - **Dirt Rally**: Fixed potential GPU hang due to game bugs in a shader - **Godfather**: Fixed crash on systems that don't support 16x MSAA (#2590) - **Limbo**: Enable 60 FPS limit to work around game bugs (PR #2566) - **Majesty 2**: Work around game bugs causing issues on integrated GPUs and systems with more than 2GB of VRAM (#1542, #PR 2612) - **Myst V**: Work around an issue when the word "Radeon" is not part of the device name on AMD GPUs (#2661) - **Onechanbara Z2: Chaos**: Fixed particle effects and UI elements not displaying properly (#2701) - **Planetary Annihilation: TITANS**: Fixed crash when creating swap chain on a NULL window (PR #2665), as well as a crash due to creating too many internal worker threads (#2670). - **Plants vs. Zombies Garden Warfare 2**: Work around crash when the game detects an AMD GPU (PR #2700) - **Return of Reckoning**: Work around launcher issues (#2568, PR #2579) - **Scrapland Remastered**: Work around black screen issues (#2398, PR #2574) - **Small Radios Big Televisions**: Work around black screen issue (PR #2646) - **Sonic Adventure 2**: Fixed missing particle effects (#2672, PR #2677) - **SpellForce Platinum Edition**: Fixed crash (#2710, PR #2711) - **Supreme Commander**: Fixed missing particle effects (#2638, PR #2682, PR #2684) - **Star Wars: The Force Unleashed II**: Fixed some particle effects not rencering correctly (PR #2584) - **Star Wars: The Old Republic**: Fixed rendering issues (#2676, PR #2681) OBS-URL: https://build.opensuse.org/package/show/Emulators:Wine/dxvk?expand=0&rev=31
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-------------------------------------------------------------------
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Wed Jul 13 15:18:04 UTC 2022 - Marcus Meissner <meissner@suse.com>
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- updated to 1.10.2
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- Implemented non-seamless cube maps for D3D9 using the `VK_EXT_non_seamless_cube_map` extension if supported by the driver
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- FIxed an issue with current versions of the Nvidia Vulkan developer driver not using its on-disk shader cache with DXVK
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- Fixed an issue which would cause the state cache file to not be written properly
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- Fixed an issue where incorrect barriers would be emitted for UAV rendering (#2696)
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- Fixed an issue where the `d3d11.samplerAnisotropy` option would apply to the wrong kind of samplers
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- Fixed potential issues when using state caches that were created on a driver with a different feature set
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- Fixed broken stencil resolves in D3D9
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- Fixed build issues on GCC 12.1
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- Optimized UAV clears in D3D11 to allow drivers to use image compression more frequently
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- Optimized performance of in-memory compression for SPIR-V shader code
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- **Beyond Good and Evil**: Work around missing light shafts (#2680)
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- **Day Z**: Enabled `d3d11.cachedDynamicResources` option to work around performance issues (PR #2709)
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- **Dead Space**: Fixed shadow rendering and added 60 FPS lock to work around game bugs (#2704)
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- **Dirt Rally**: Fixed potential GPU hang due to game bugs in a shader
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- **Godfather**: Fixed crash on systems that don't support 16x MSAA (#2590)
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- **Limbo**: Enable 60 FPS limit to work around game bugs (PR #2566)
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- **Majesty 2**: Work around game bugs causing issues on integrated GPUs and systems with more than 2GB of VRAM (#1542, #PR 2612)
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- **Myst V**: Work around an issue when the word "Radeon" is not part of the device name on AMD GPUs (#2661)
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- **Onechanbara Z2: Chaos**: Fixed particle effects and UI elements not displaying properly (#2701)
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- **Planetary Annihilation: TITANS**: Fixed crash when creating swap chain on a NULL window (PR #2665), as well as a crash due to creating too many internal worker threads (#2670).
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- **Plants vs. Zombies Garden Warfare 2**: Work around crash when the game detects an AMD GPU (PR #2700)
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- **Return of Reckoning**: Work around launcher issues (#2568, PR #2579)
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- **Scrapland Remastered**: Work around black screen issues (#2398, PR #2574)
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- **Small Radios Big Televisions**: Work around black screen issue (PR #2646)
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- **Sonic Adventure 2**: Fixed missing particle effects (#2672, PR #2677)
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- **SpellForce Platinum Edition**: Fixed crash (#2710, PR #2711)
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- **Supreme Commander**: Fixed missing particle effects (#2638, PR #2682, PR #2684)
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- **Star Wars: The Force Unleashed II**: Fixed some particle effects not rencering correctly (PR #2584)
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- **Star Wars: The Old Republic**: Fixed rendering issues (#2676, PR #2681)
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- updated to 1.10.1
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Features
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Implemented initial support for shared resources (PR #2516). This
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fixes video playback in a number of Koei Tecmo games (Atelier series,
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Nioh 2), as well as the D3D11-based UI in the Windows version of Black
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Mesa. The required wine patches are currently only available in Proton
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Experimental. This feature will not be supported on Windows systems.
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This feature is still experimental and has not been thoroughly tested
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on all graphics drivers, so issues are to be expected. Currently,
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only basic 2D texture sharing between D3D9 and D3D11 is supported
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when using DXVK for both APIs. API features that are currently not
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supported include:
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- IDXGIKeyedMutex. Documentation is very poor and it's not clear how an implementation is supposed to behave.
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- Resource sharing with D3D12 applications under vkd3d-proton. This may be added in the future.
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- Resource sharing with Vulkan applications.
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Note: The Black Mesa UI flickers heavily when the game is not
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GPU-bound. This also happens on Windows to some degree and is a
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game bug.
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Bug fixes and Improvements
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- Added an environment variable DXVK_ENABLE_NVAPI to bypass the vendor ID override. Setting it to 1 behaves exactly the same as setting dxvk.nvapiHack = False in the config file, but may allow for better integration into Lutris or the Proton launch script. (#2544)
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- Improved shader code generation when local arrays are used. This may improve performance on Nvidia drivers in some D3D11 games.
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- Fixed shader code generation when switch-case fallthrough is used in Shader Model 4.0 (#2556). Current FXC versions no longer generate such code.
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- Potentially improved performance when rendering to DXGI_FORMAT_R11G11B10_FLOAT images that can also be used with unordered access views.
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- Fixed various D3D9 issues related to texture uploads (#2559, #2541, #2535).
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- Assassin's Creed 3, Black Flag: Enabled d3d11.cachedDynamicResources = a to work around severe performance issues.
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- Frostpunk: Enabled d3d11.cachedDynamicResources = c to work around low CPU-bound performance.
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- God of War: Fixed some issues that started with game patch 1.0.9:
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- Extremely inconsistent frame pacing when the game detects an AMD GPU, dxgi.maxFrameLatency = 1 is now set by default to work around this issue.
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- Heavy flickering of some lights. Apparently this was also fixed in the game in patch 1.0.11.
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- GTA: San Andreas: Fixed UI rendering issues (#2560)
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- Rayman Origins: Fixed rendering issues (#2545)
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-------------------------------------------------------------------
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Sat Mar 5 14:19:05 UTC 2022 - Marcus Meissner <meissner@suse.com>
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@ -15,7 +86,7 @@ Sat Mar 5 14:19:05 UTC 2022 - Marcus Meissner <meissner@suse.com>
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- Version numbers for Intel's Windows driver should now be reported properly.
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**Note** that using DXVK on this driver is highly discouraged and will likely not work.
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- **ArmA 2**: Fixed texture-related issues (PR #2477).
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- **Black Mesa**: Fixed
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- **Black Mesa**: Fixed
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- **Resident Evil 0**, **5**, **6**, **Resident Evil: Revelations 2**: Improved performance (PR #2466).
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- **Total War: Warhammer III**: Significantly improved GPU-bound performance on setups with a dedicated GPU.
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@ -17,7 +17,7 @@
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Name: dxvk
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Version: 1.10
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Version: 1.10.2
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Release: 0
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Summary: Vulkan-based D3D11 implementation for Linux / Wine
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License: zlib-acknowledgement
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3
v1.10.2.tar.gz
Normal file
3
v1.10.2.tar.gz
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version https://git-lfs.github.com/spec/v1
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oid sha256:bea8a57b45c06d48b22f9f32777360c75eaa7bd07882e5b2f4206c305ecb281a
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size 1199562
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@ -1,3 +0,0 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:9e1b47f07179a974a3f0d29ce8b2d6ab4ef94641e1190cdade123d280c2ead9b
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size 1178320
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