SHA256
1
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forked from pool/dxvk
dxvk/dxvk.spec
Marcus Meissner 8bcbd73b25 - 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
2022-07-13 15:19:48 +00:00

111 lines
3.2 KiB
RPMSpec

#
# spec file for package dxvk
#
# Copyright (c) 2022 SUSE LLC
#
# All modifications and additions to the file contributed by third parties
# remain the property of their copyright owners, unless otherwise agreed
# upon. The license for this file, and modifications and additions to the
# file, is the same license as for the pristine package itself (unless the
# license for the pristine package is not an Open Source License, in which
# case the license is the MIT License). An "Open Source License" is a
# license that conforms to the Open Source Definition (Version 1.9)
# published by the Open Source Initiative.
# Please submit bugfixes or comments via https://bugs.opensuse.org/
#
Name: dxvk
Version: 1.10.2
Release: 0
Summary: Vulkan-based D3D11 implementation for Linux / Wine
License: zlib-acknowledgement
Group: System/Emulators/PC
URL: https://github.com/doitsujin/dxvk
Source0: https://github.com/doitsujin/dxvk/archive/v%{version}.tar.gz
Source1: baselibs.conf
BuildRequires: gcc
BuildRequires: gcc-c++
BuildRequires: glslang-devel
BuildRequires: meson
BuildRequires: ninja
BuildRequires: wine
BuildRequires: xz
%ifarch x86_64
BuildRequires: mingw64-cross-cpp
BuildRequires: mingw64-cross-gcc
BuildRequires: mingw64-cross-gcc-c++
BuildRequires: mingw64-headers
#Require 32bit version
Requires: %{name}-32bit
%else
BuildRequires: mingw32-cross-cpp
BuildRequires: mingw32-cross-gcc
BuildRequires: mingw32-cross-gcc-c++
BuildRequires: mingw32-headers
%endif
ExclusiveArch: %{ix86} x86_64
%description
Provides a Vulkan-based implementation of DXGI and D3D11 in order to run 3D applications on Linux using Wine
%prep
%setup -q
%build
export CFLAGS="%optflags -DNDEBUG -fPIC -O2 -pthread -fno-strict-aliasing -fpredictive-commoning -fuse-linker-plugin -fno-stack-protector -fno-stack-clash-protection -fno-lto"
export CXXFLAGS="${CFLAGS} -fpermissive"
export LDFLAGS="-fPIC -Wl,--sort-common -Wl,--gc-sections -Wl,-O1 -fuse-linker-plugin -fno-lto"
mkdir ../build
meson \
--cross-file build-win$(arch | tail -c 3 | sed 's|86|32|g').txt \
--strip \
--buildtype "release" \
--unity off \
--prefix /%{name} \
../build
cd ../build
ninja
%install
#install wrapper scripts
mkdir -p %{buildroot}%{_bindir} %{buildroot}%{_libexecdir}/%{name}/bin
sed \
-e 's|basedir=.*|basedir="%{_libexecdir}/%{name}"|g' \
-e 's|x32|lib|g' -e 's|x64|lib64|g' \
setup_dxvk.sh > %{buildroot}%{_libexecdir}/%{name}/bin/setup_dxvk.sh
ln -s %{_libexecdir}/%{name}/bin/setup_dxvk.sh %{buildroot}%{_bindir}/wine%{name}
#install dxvk proper
cd ../build
DESTDIR=%{buildroot}%{_libexecdir} ninja install
%ifarch x86_64
if [ -d %{buildroot}%{_libexecdir}/%{name}/lib ];then
mv %{buildroot}%{_libexecdir}/%{name}/lib %{buildroot}%{_libexecdir}/%{name}/%{_lib}
fi
%endif
rm %{buildroot}%{_libexecdir}/%{name}/%{_lib}/*.dll.a && \
mv %{buildroot}%{_libexecdir}/%{name}/bin/*.dll %{buildroot}%{_libexecdir}/%{name}/%{_lib}/
%files
%defattr(644,root,root)
%doc README.md
%license LICENSE
%{_bindir}/wine%{name}
%dir %{_libexecdir}/%{name}
%{_libexecdir}/%{name}/%{_lib}
%attr(755, root, root) %{_libexecdir}/%{name}/bin
%changelog