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- 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. ()
- 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. ()
- **Trine 4**: Fixed rendering issues that would occur on some Nvidia GPUs as well as on RADV. ()

OBS-URL: https://build.opensuse.org/package/show/Emulators:Wine/dxvk?expand=0&rev=14
This commit is contained in:
Marcus Meissner 2020-12-02 16:10:46 +00:00 committed by Git OBS Bridge
parent d21c8d9a2d
commit 94dabbb56d

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@ -2,15 +2,15 @@
Wed Dec 2 16:10:13 UTC 2020 - Marcus Meissner <meissner@suse.com>
- updated to 1.7.3
- 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)
- 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)
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Thu Oct 8 06:44:06 UTC 2020 - Marcus Meissner <meissner@suse.com>