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Author SHA256 Message Date
Ana Guerrero
69a0917668 Accepting request 1226083 from Emulators:Wine
Update to 2.5.1

If you have any suggestions for improvement, please let me know! (forwarded request 1226008 from DarkWav)

OBS-URL: https://build.opensuse.org/request/show/1226083
OBS-URL: https://build.opensuse.org/package/show/openSUSE:Factory/dxvk?expand=0&rev=13
2024-11-25 22:20:07 +00:00
c80c29598d Update to 2.5.1
If you have any suggestions for improvement, please let me know!

OBS-URL: https://build.opensuse.org/package/show/Emulators:Wine/dxvk?expand=0&rev=47
2024-11-24 11:13:45 +00:00
Ana Guerrero
3f92d58e59 Accepting request 1204195 from Emulators:Wine
Update to version 2.4.1

If you have any suggestions for improvement, please let me know! (forwarded request 1204001 from DarkWav)

OBS-URL: https://build.opensuse.org/request/show/1204195
OBS-URL: https://build.opensuse.org/package/show/openSUSE:Factory/dxvk?expand=0&rev=12
2024-09-29 16:10:00 +00:00
e7c5529d91 Update to version 2.4.1
If you have any suggestions for improvement, please let me know!

OBS-URL: https://build.opensuse.org/package/show/Emulators:Wine/dxvk?expand=0&rev=45
2024-09-27 15:32:22 +00:00
5 changed files with 95 additions and 7 deletions

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dxvk-2.5.1.tar.gz Normal file
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-------------------------------------------------------------------
Sat Nov 23 20:28:31 UTC 2024 - Simon Vogl <simon.vogl@gmx.net>
- Update to 2.5.1:
* Fixed a major regression where anisotropic filtering would not work correctly in D3D9 games
* Fixed some build issues with dxvk-native
* Fixed some build issues with recent versions of clang
* GTA Trilogy Definitive Edition: Work around a crash when HDR is enabled
* Note: Since these games use Unreal Engine 4, HDR is unsupported in D3D11 mode
-------------------------------------------------------------------
Fri Sep 27 00:12:25 UTC 2024 - Simon Vogl <simon.vogl@gmx.net>
- Update to 2.4.1:
* The size for memory chunks is now determined dynamically based
on the amount of memory the application has already allocated
This should improve the out-of-the-box behaviour in various
game launchers; the dxvk.maxChunkSize option was removed
accordingly
* Fixed an issue where the Vulkan swap chain would not always be
recreated appropriately in a native Wayland environment
* Fixed an issue with descriptor pools growing too large on
Nvidia cards in some situations
* Changed default shader code generation for DXBC mad
instructions to work around flickering issues in games that
use different vertex shaders to render the same geometry in
multiple render passes. The d3d11.longMad and d3d9.longMad
options were removed accordingly
* Improved overall robustness of the D3D8 implementation with
error handling and fixed various memory leaks
* Slightly improved performance by optimizing vertex buffer
uploads
* Significantly improved performance in some games using
Software Vertex Processing
* Fixed full-screen presentation issues in some Game Maker games
* Removed VK_IMAGE_USAGE_SAMPLED_BIT from textures that don't
need it
* Enabled strict float emulation by default on AMDVLK now that
this driver optimizes the pattern emitted by DXVK
Do note that this was already the case on RADV
* Chrome: Gold Edition: Enabled 60 FPS limit to work around game
issues at higher frame rates
* GTA: San Andreas: Fix regression that made it crash with DXVK
2.4
* Operation Racoon City: Worked around a game crash
* Prince of Persia (2008): Enabled 240 FPS limit to work around
game issues at very high frame rates
* Rayman 3: Fixed missing geometry
* Serious Sam 2: Fix in-game videos
* Splinter Cell: Pandora Tomorrow: Enabled 60 FPS limit to fix
broken input and physics
* The First Templar: Fixed lighting issues
* The Sims 2: Fix regression that made it crash with earlier
DXVK versions
* Worked around a general issue wherein some games default to an
integrated GPU based on the amount of available video memory
* Worked around an issue where various games would misbehave
when the amount of available VRAM is reported as a power of
two
* Changed shader code generation for dot product instructions to
be more in line with code generation on native drivers
This fixes a water rendering issue in Trails through Daybreak
on Nvidia
* Implemented a basic dead code elimination pass to avoid
generating invalid SPIR-V shaders in rare situations
Note: All these shader-related changes will invalidate
fossilize databases
* Games will now leave fullscreen mode when the game window
loses focus
This is closer to Windows behaviour and fixes various issues
with games hanging on some setups
* Made sure the built-in options in DXVK for a game take
precedence over the options enabled/disabled by DXVK-NVAPI
This fixes a performance regression in God of War on Nvidia
GPUs
* Batman Arkham Knight: Worked around an issue where the game
does not start when it detects an Intel GPU
* Hunt Showdown: Fixed a crash caused by DXVK reporting a very
high UMD driver version
* Kena: Bridge of Spirits: Worked around a water rendering issue
when the game detects an Intel GPU
* Microsoft Flight Simulator: Fixed garbled screen on start-up
* Senran Kagura Peach Ball: Fixed character models being
rendered the wrong way around
* The Sims 4: Work around a crash caused by a use-after-free bug
in the game
-------------------------------------------------------------------
Sun Aug 25 11:40:13 UTC 2024 - Simon Vogl <simon.vogl@gmx.net>

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name: dxvk
version: 2.4
mtime: 1720605374
commit: 008afc1c5f287e82a553108790da6e10b1159200
version: 2.5.1
mtime: 1731929561
commit: b276c60f4941e8623ae1692b5c832902ac678e1d

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Name: dxvk
Version: 2.4
Version: 2.5.1
Release: 0
Summary: Vulkan-based Direct3D 8/9/10/11 implementation for Linux / Wine
License: zlib-acknowledgement