Marcus Meissner
8bcbd73b25
- 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
111 lines
3.2 KiB
RPMSpec
111 lines
3.2 KiB
RPMSpec
#
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# spec file for package dxvk
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#
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# Copyright (c) 2022 SUSE LLC
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#
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# All modifications and additions to the file contributed by third parties
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# remain the property of their copyright owners, unless otherwise agreed
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# upon. The license for this file, and modifications and additions to the
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# file, is the same license as for the pristine package itself (unless the
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# license for the pristine package is not an Open Source License, in which
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# case the license is the MIT License). An "Open Source License" is a
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# license that conforms to the Open Source Definition (Version 1.9)
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# published by the Open Source Initiative.
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# Please submit bugfixes or comments via https://bugs.opensuse.org/
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#
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Name: dxvk
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Version: 1.10.2
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Release: 0
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Summary: Vulkan-based D3D11 implementation for Linux / Wine
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License: zlib-acknowledgement
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Group: System/Emulators/PC
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URL: https://github.com/doitsujin/dxvk
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Source0: https://github.com/doitsujin/dxvk/archive/v%{version}.tar.gz
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Source1: baselibs.conf
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BuildRequires: gcc
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BuildRequires: gcc-c++
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BuildRequires: glslang-devel
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BuildRequires: meson
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BuildRequires: ninja
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BuildRequires: wine
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BuildRequires: xz
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%ifarch x86_64
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BuildRequires: mingw64-cross-cpp
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BuildRequires: mingw64-cross-gcc
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BuildRequires: mingw64-cross-gcc-c++
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BuildRequires: mingw64-headers
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#Require 32bit version
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Requires: %{name}-32bit
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%else
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BuildRequires: mingw32-cross-cpp
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BuildRequires: mingw32-cross-gcc
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BuildRequires: mingw32-cross-gcc-c++
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BuildRequires: mingw32-headers
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%endif
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ExclusiveArch: %{ix86} x86_64
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%description
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Provides a Vulkan-based implementation of DXGI and D3D11 in order to run 3D applications on Linux using Wine
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%prep
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%setup -q
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%build
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export CFLAGS="%optflags -DNDEBUG -fPIC -O2 -pthread -fno-strict-aliasing -fpredictive-commoning -fuse-linker-plugin -fno-stack-protector -fno-stack-clash-protection -fno-lto"
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export CXXFLAGS="${CFLAGS} -fpermissive"
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export LDFLAGS="-fPIC -Wl,--sort-common -Wl,--gc-sections -Wl,-O1 -fuse-linker-plugin -fno-lto"
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mkdir ../build
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meson \
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--cross-file build-win$(arch | tail -c 3 | sed 's|86|32|g').txt \
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--strip \
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--buildtype "release" \
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--unity off \
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--prefix /%{name} \
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../build
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cd ../build
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ninja
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%install
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#install wrapper scripts
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mkdir -p %{buildroot}%{_bindir} %{buildroot}%{_libexecdir}/%{name}/bin
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sed \
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-e 's|basedir=.*|basedir="%{_libexecdir}/%{name}"|g' \
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-e 's|x32|lib|g' -e 's|x64|lib64|g' \
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setup_dxvk.sh > %{buildroot}%{_libexecdir}/%{name}/bin/setup_dxvk.sh
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ln -s %{_libexecdir}/%{name}/bin/setup_dxvk.sh %{buildroot}%{_bindir}/wine%{name}
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#install dxvk proper
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cd ../build
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DESTDIR=%{buildroot}%{_libexecdir} ninja install
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%ifarch x86_64
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if [ -d %{buildroot}%{_libexecdir}/%{name}/lib ];then
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mv %{buildroot}%{_libexecdir}/%{name}/lib %{buildroot}%{_libexecdir}/%{name}/%{_lib}
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fi
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%endif
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rm %{buildroot}%{_libexecdir}/%{name}/%{_lib}/*.dll.a && \
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mv %{buildroot}%{_libexecdir}/%{name}/bin/*.dll %{buildroot}%{_libexecdir}/%{name}/%{_lib}/
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%files
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%defattr(644,root,root)
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%doc README.md
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%license LICENSE
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%{_bindir}/wine%{name}
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%dir %{_libexecdir}/%{name}
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%{_libexecdir}/%{name}/%{_lib}
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%attr(755, root, root) %{_libexecdir}/%{name}/bin
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%changelog
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