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- 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
This commit is contained in:
Marcus Meissner 2022-07-13 15:19:48 +00:00 committed by Git OBS Bridge
parent 6048b28470
commit 8bcbd73b25
4 changed files with 76 additions and 5 deletions

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-------------------------------------------------------------------
Wed Jul 13 15:18:04 UTC 2022 - Marcus Meissner <meissner@suse.com>
- 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)
- updated to 1.10.1
Features
Implemented initial support for shared resources (PR #2516). This
fixes video playback in a number of Koei Tecmo games (Atelier series,
Nioh 2), as well as the D3D11-based UI in the Windows version of Black
Mesa. The required wine patches are currently only available in Proton
Experimental. This feature will not be supported on Windows systems.
This feature is still experimental and has not been thoroughly tested
on all graphics drivers, so issues are to be expected. Currently,
only basic 2D texture sharing between D3D9 and D3D11 is supported
when using DXVK for both APIs. API features that are currently not
supported include:
- IDXGIKeyedMutex. Documentation is very poor and it's not clear how an implementation is supposed to behave.
- Resource sharing with D3D12 applications under vkd3d-proton. This may be added in the future.
- Resource sharing with Vulkan applications.
Note: The Black Mesa UI flickers heavily when the game is not
GPU-bound. This also happens on Windows to some degree and is a
game bug.
Bug fixes and Improvements
- 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)
- Improved shader code generation when local arrays are used. This may improve performance on Nvidia drivers in some D3D11 games.
- Fixed shader code generation when switch-case fallthrough is used in Shader Model 4.0 (#2556). Current FXC versions no longer generate such code.
- Potentially improved performance when rendering to DXGI_FORMAT_R11G11B10_FLOAT images that can also be used with unordered access views.
- Fixed various D3D9 issues related to texture uploads (#2559, #2541, #2535).
- Assassin's Creed 3, Black Flag: Enabled d3d11.cachedDynamicResources = a to work around severe performance issues.
- Frostpunk: Enabled d3d11.cachedDynamicResources = c to work around low CPU-bound performance.
- God of War: Fixed some issues that started with game patch 1.0.9:
- Extremely inconsistent frame pacing when the game detects an AMD GPU, dxgi.maxFrameLatency = 1 is now set by default to work around this issue.
- Heavy flickering of some lights. Apparently this was also fixed in the game in patch 1.0.11.
- GTA: San Andreas: Fixed UI rendering issues (#2560)
- Rayman Origins: Fixed rendering issues (#2545)
-------------------------------------------------------------------
Sat Mar 5 14:19:05 UTC 2022 - Marcus Meissner <meissner@suse.com>
@ -15,7 +86,7 @@ Sat Mar 5 14:19:05 UTC 2022 - Marcus Meissner <meissner@suse.com>
- Version numbers for Intel's Windows driver should now be reported properly.
**Note** that using DXVK on this driver is highly discouraged and will likely not work.
- **ArmA 2**: Fixed texture-related issues (PR #2477).
- **Black Mesa**: Fixed
- **Black Mesa**: Fixed
- **Resident Evil 0**, **5**, **6**, **Resident Evil: Revelations 2**: Improved performance (PR #2466).
- **Total War: Warhammer III**: Significantly improved GPU-bound performance on setups with a dedicated GPU.

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Name: dxvk
Version: 1.10
Version: 1.10.2
Release: 0
Summary: Vulkan-based D3D11 implementation for Linux / Wine
License: zlib-acknowledgement

3
v1.10.2.tar.gz Normal file
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