From 8bcbd73b251225e686cb9ae049a766494b1671051b887ff29115ab743d92493a Mon Sep 17 00:00:00 2001 From: Marcus Meissner Date: Wed, 13 Jul 2022 15:19:48 +0000 Subject: [PATCH] - 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 --- dxvk.changes | 73 +++++++++++++++++++++++++++++++++++++++++++++++++- dxvk.spec | 2 +- v1.10.2.tar.gz | 3 +++ v1.10.tar.gz | 3 --- 4 files changed, 76 insertions(+), 5 deletions(-) create mode 100644 v1.10.2.tar.gz delete mode 100644 v1.10.tar.gz diff --git a/dxvk.changes b/dxvk.changes index 9de319f..0fc8f21 100644 --- a/dxvk.changes +++ b/dxvk.changes @@ -1,3 +1,74 @@ +------------------------------------------------------------------- +Wed Jul 13 15:18:04 UTC 2022 - Marcus Meissner + +- 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 @@ -15,7 +86,7 @@ Sat Mar 5 14:19:05 UTC 2022 - Marcus Meissner - 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. diff --git a/dxvk.spec b/dxvk.spec index 0a82fb9..fafd6e0 100644 --- a/dxvk.spec +++ b/dxvk.spec @@ -17,7 +17,7 @@ Name: dxvk -Version: 1.10 +Version: 1.10.2 Release: 0 Summary: Vulkan-based D3D11 implementation for Linux / Wine License: zlib-acknowledgement diff --git a/v1.10.2.tar.gz b/v1.10.2.tar.gz new file mode 100644 index 0000000..1d91b8f --- /dev/null +++ b/v1.10.2.tar.gz @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:bea8a57b45c06d48b22f9f32777360c75eaa7bd07882e5b2f4206c305ecb281a +size 1199562 diff --git a/v1.10.tar.gz b/v1.10.tar.gz deleted file mode 100644 index e9e6bdf..0000000 --- a/v1.10.tar.gz +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:9e1b47f07179a974a3f0d29ce8b2d6ab4ef94641e1190cdade123d280c2ead9b -size 1178320