- Added support for new DXGI interfaces introduced in Windows 10 version 1809.
- Added an option to scale the HUD on high-DPI displays. Refer to the README for details. (#771) - Changed generated D3D11 shader code to allow drivers to optimize away texture operations in case no texture is bound. - Fixed some D3D9 games crashing on RADV due to invalid shader code. - Fixed Vulkan validation errors when the HUD is active. - Optimized away redundant render target clears in some games to potentially increase performance. - Indirect draw batching can now work with arbitrary strides. This may slightly reduce the draw call count in Trine 4. - **EverQuest 2** Fixed broken cloth rendering on Nvidia. (#1832) - **Trine 4**: Fixed rendering issues that would occur on some Nvidia GPUs as well as on RADV. (#1816) OBS-URL: https://build.opensuse.org/package/show/Emulators:Wine/dxvk?expand=0&rev=14
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dxvk.changes
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dxvk.changes
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Wed Dec 2 16:10:13 UTC 2020 - Marcus Meissner <meissner@suse.com>
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- updated to 1.7.3
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- Added support for new DXGI interfaces introduced in Windows 10 version 1809.
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- Added an option to scale the HUD on high-DPI displays. Refer to the README for details. (#771)
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- Changed generated D3D11 shader code to allow drivers to optimize away texture operations in case no texture is bound.
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- Fixed some D3D9 games crashing on RADV due to invalid shader code.
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- Fixed Vulkan validation errors when the HUD is active.
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- Optimized away redundant render target clears in some games to potentially increase performance.
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- Indirect draw batching can now work with arbitrary strides. This may slightly reduce the draw call count in Trine 4.
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- **EverQuest 2** Fixed broken cloth rendering on Nvidia. (#1832)
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- **Trine 4**: Fixed rendering issues that would occur on some Nvidia GPUs as well as on RADV. (#1816)
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- Added support for new DXGI interfaces introduced in Windows 10 version 1809.
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- Added an option to scale the HUD on high-DPI displays. Refer to the README for details. (#771)
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- Changed generated D3D11 shader code to allow drivers to optimize away texture operations in case no texture is bound.
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- Fixed some D3D9 games crashing on RADV due to invalid shader code.
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- Fixed Vulkan validation errors when the HUD is active.
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- Optimized away redundant render target clears in some games to potentially increase performance.
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- Indirect draw batching can now work with arbitrary strides. This may slightly reduce the draw call count in Trine 4.
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- **EverQuest 2** Fixed broken cloth rendering on Nvidia. (#1832)
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- **Trine 4**: Fixed rendering issues that would occur on some Nvidia GPUs as well as on RADV. (#1816)
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-------------------------------------------------------------------
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Thu Oct 8 06:44:06 UTC 2020 - Marcus Meissner <meissner@suse.com>
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