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Name: dxvk-32bit | Distribution: openSUSE Tumbleweed |
Version: 2.4.1 | Vendor: openSUSE |
Release: 1.1 | Build date: Fri Sep 27 02:12:25 2024 |
Group: System/Emulators/PC | Build host: reproducible |
Size: 10067968 | Source RPM: dxvk-2.4.1-1.1.src.rpm |
Packager: https://bugs.opensuse.org | |
Url: https://github.com/doitsujin/dxvk | |
Summary: Vulkan-based Direct3D 8/9/10/11 implementation for Linux / Wine |
A Vulkan-based translation layer for Direct3D 8/9/10/11 which allows running 3D applications on Linux using Wine.
zlib-acknowledgement
* Fri Sep 27 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 2024 Simon Vogl <simon.vogl@gmx.net> - Update to 2.4: * Fixed various issues with D3D9 fixed-function texture coordinate processing * Fixed pipeline layout compatibility issues when using graphics pipeline libraries, which would cause crashes or rendering issues on AMD's official drivers with pipeline libraries enabled * If supported, VK_NV_descriptor_pool_overallocation will now be used to potentially save small quantities of descriptor memory * Improved descriptor pool management in general to save memory in case a game renders without ever presenting to the screen * Improved video processor blit functionality * Improved compatibility to third-party mods hooking various DXGI entry points * Battlefield 2, 2142: Work around hang on alt+tab * Dead Space 2: Work around issues caused by the game's Vsync implementation * Dragonshard: Work around performance issues * Fallout 4: Work around an issue with the game locking itself to 45 FPS on Steam Deck OLED * Fallout New Vegas: Fix rendering issues when using certain mods * Ghostbusters Remastered: Work around flickering character faces * Gothic 3: Fix shadow rendering issues caused by incorrectly reported format support * Guild Wars 2: Work around a flickering issue * Prototype: Work around broken shadow rendering if the game detects an AMD or Intel GPU * Star Citizen: Work around an issue with the game's UMD version check * The Sims 2: Work around low CPU-bound performance in some situations * Tomb Raider Legend: Work around flickering character issues * Red Faction Guerrila Remastered: Work around sky box rendering issues * Rise of Nations: Work around crash on alt+tab * Watch Dogs, Watch Dogs 2: Work around flickering character issues * WRC 4: Enable 60 FPS limit to work around audio issues - Change _service file mode from deprecated "disabled" mode to new "manual" mode to make it work again. * Fri Feb 23 2024 Richard Rahl <rrahl0@proton.me> - update to 2.3: * If VK_KHR_present_wait is supported, and if vertical synchronization is enabled, frame latency events will now be signaled when an image is actually being presented * if VK_EXT_swapchain_maintenance1 is supported, enabling and disabling vertical synchronization may no longe require recreating the Vulkan swap chain * dxgi.nvapiHack config option was deprecated * new option dxgi.hideNvidiaGpu * dxgi.tearFree and d3d9.tearFree options were consolidated into a new dxvk.tearFree option * Configuration options can now be specified via an environment variable, DXVK_CONFIG * VK_EXT_depth_bias_control is supported, depth bias scaling will now be correct in most situations * VK_EXT_line_rasterization and its relevant features are supported * VK_KHR_maintenance5 is supported, DXGI_FORMAT_A8_UNORM images will now use the corresponding Vulkan format * D3D9 command submission now works the same way as it does for D3D11 * Fixed a minor issue with D3D9 feedback loop tracking * Fixed a minor issue with D3D11 stream output * Fixed a bug and performance issues with the implementation of D3D11 tiled resources * Fixed various issues with reporting HDR metadata. * Fixed a crash when compiling D3D9 shaders generated by the vkd3d HLSL compiler * Implemented keyed mutex synchronization on top of newly added winevulkan functionality * Added stubs for various D3D9On12 interop interfaces * Added an interface to allow external libraries, such as NVAPI, to enable HDR in various D3D11 games * A Total War Saga: TROY: Fixed trees not rendering when MSAA is enabled * Far Cry 2: Fixed crash when using D3D10 * Halo Online: Fixed water rendering * Lara Croft and the Temple of Osiris: Fixed deadlock when using Exclusive Fullscreen * RaceRoom Racing Experience: Fixed a crash when starting a race * Spider Man: Shattered Dimensions: Fixed a regression that caused blocky shadows * Test Drive Unlimited 2: Fixed shadows on grass * The Sims 2: Fixed a regression in DXVK 2.2 that affected terrain rendering * Titanfall: Fixed a crash caused by a miscompiled shader * Tomb Raider Anniversary: Improved performance * Wed May 24 2023 Björn Bidar <bjorn.bidar@thaodan.de> - Update to 2.2 * 3D11On12 support In order to enable D3D12 support in recent Unity Engine titles such as Lego Builder's Journey, this release introduces support for creating D3D11 devices from a D3D12 device using D3D11On12CreateDevice, as well as the basic ID3D11On12Device interface. This is achieved by importing the Vulkan device and resource handles from vkd3d-proton into DXVK, and otherwise uses DXVK's existing D3D11 implementation. A vkd3d-proton build as of HansKristian-Work/vkd3d-proton@26c4fed or later is required for this to work. * D3D9 Partial Presentation DXVK now supports presenting to parts of a window by copying the contents of the backbuffer to system memory and then drawing them into the window on the CPU. This improves compatibility with game launchers, particularly those based on Microsoft's WPF toolkit, and some visual novels. It will however come with a noticable performance hit. Additionally, overall behaviour of D3D9 swap chains was improved and the d3d9.noExplicitFrontBuffer option was removed. * Logging changes When running on Proton or plain Wine, DXVK will no longer create log files by default and instead only write log messages to the console using wine-specific functionality, in order to avoid creating unnecessary extra files. This matches vkd3d-proton behaviour. Note that log file creation can be re-enabled by setting the environment variable DXVK_LOG_PATH to a valid path. When filing bug reports, users are encouraged to upload the full Proton log. * Warnings about unknown interfaces being queried via QueryInterface will only be logged once in order to avoid growing log files indefinitely in some games. (#3231) * Fixed a regression when rendering YUY2 or UYUY texture formats. This fixes in-game videos in Jade Empire (#3182) and Sid Meier's Pirates (#3189) (PR #3342) * Fixed an issue wherein threads were not properly destroyed. * Fixed Vulkan validation errors caused by incorrect layout tracking when enabling feedback loops for a texture. * Fixed Vulkan validation errors caused by 0x0 sized clears in D3D9. * D3D9 StateBlocks now only allocate memory for the parts that are actually used. This fixes Total War: Shogun 2 running out of address space when using the D3D9 renderer. (#2703, PR #3248) * Improved usage of some VK_EXT_extended_dynamic_state3 features to avoid hitting slow paths on some drivers. * Improved enumeration of DXGI outputs on systems with multiple GPUs. This fixes performance issues with recent RE Engine games (D3D12) on such systems. * Significantly reduced memory usage in situations where games create unused D3D11 devices. * Battle Fantasia Revised Edition: Locked frame rate to 60 FPS to work around game bugs at higher frame rates. (PR #3256) * Cold Fear: Fixed missing geometry (#3293, PR #3390) * Dawn of Magic 2: Fixed a crash upon start (#3271, PR #3272) * DC Universe Online: Fixed a hang after alt-tabbing out and back in. (#3314, PR #3316) * Far Cry 2: Work around rendering issues on Intel hardware, as well as low performance on all GPUs. (PR #3241) * Halo: The Master Chief Collection: Fixed memory leak due to invalid query usage by the game (PR #3273) * Warhammer 40k: Space Marine: Fixed shadow rendering (#3298, PR #3305) * Fri May 05 2023 Björn Bidar <bjorn.bidar@thaodan.de> - Keep setup_dxvk.sh script that was deleted by upstream. For more context see: https://github.com/doitsujin/dxvk/commit/64cb1ad208f80b11400eef779e99fec223754098 - Update to 2.1 * HDR support On systems supporting HDR10 color spaces, HDR can now be enabled by setting the environment variable DXVK_HDR=1, or by setting the option dxgi.enableHDR = True in the configuration file. When using vkd3d-proton 2.8 or newer, this will allow D3D12 games to detect and use the HDR10 color space if they support it. No major Linux desktop environment currently supports HDR. In order to use this on Linux, a Gamescope session with --hdr-enabled is required. This is currently only supported under AMDGPU and requires kernel patches from the josh-hdr-colorimetry branch. * Shader compilation improvements Use of pipeline libraries was extended to pipelines with tessellation or geometry shaders in order to further reduce stutter. Additionally, more features of the VK_EXT_extended_dynamic_state3 extension are leveraged to reduce stutter in some situations when MSAA is used, provided that the Vulkan driver supports them. * Sample rate shading For older games that support MSAA, the d3d9.forceSampleRateShading and d3d11.forceSampleRateShading options were added to let users enable sample rate shading for all shaders. This will have a very high impact on GPU-bound performance, but may increase overall image quality in certain games that suffer from specular aliasing or shimmering alpha-tested geometry. * Improved D3D11 command submission logic in order to make overall performance more consistent, and to bring DXVK's behaviour more in line with native D3D11 drivers. * Fixed D3D11 reference counting issues around 2D textures. (#3169) * Fixed Vulkan validation errors when creating DXGI_FORMAT_A8_UNORM UAVs. Note that UAVs of this format may not work as expected. * Fixed Vulkan validation errors that would occur when allocating dedicated image memory on Nvidia GPUs in some situations. * Fixed Vulkan validation errors caused by broken timeline semaphores on 32-bit Proton. * Worked around an issue with the Uplay overlay being stuck on screen. (#3146) * Worked around a bug in AMD's Windows driver as well as AMDVLK that would cause numerous games to crash since DXVK 2.0. (#3172) * Fewer threads will be used to perform background optimization of graphics pipeines. This may result in a smoother gameplay experience on some systems. * Ashes of the Singularity: Fixed performance regression caused by suboptimal descriptor set allocation. * Battlefield: Bad Company 2: Fixed flickering (#3078, PR #3079) * Cardfight!! Vanguard: Fixed rendering (PR #3068). * Gujian 3: Fixed rendering issues on some GPUs. (#1784) * Resident Evil 4 HD: Fixed invalid Vulkan usage causing a GPU hang on RADV. (PR #3089) * Saints Row: The Third: Fixed a severe performance issue with rain when using the D3D9 renderer. (#2473, PR #3158) * Sekiro: Shadows Die Twice: Fixed stuttering issues on Nvidia GPUs. (#3179) * Sonic Frontiers: Worked around a game bug that would cause shadows to flicker when GPU-bound. * Supreme Commander: Forged Alliance: Fixed a crash after loading (#3058, PR #3060) * Note: Due to changes to our DXGI implementation, older versions of vkd3d-proton (prior to 2.8) will no longer work with this version of DXVK. * Fri May 05 2023 Björn Bidar <bjorn.bidar@thaodan.de> - Fix empty -32bit package, don't include winedxvk in it. - Generate package sources using _service so that submodule sources are included too. DXVK uses vendored Vulkan headed contained in a submodule. Fixes build. * Mon Mar 06 2023 Marcus Meissner <meissner@suse.com> - updated to 2.0 - Driver compatibility A Vulkan 1.3 capable driver and wine version are required to run this version of DXVK. See the driver support page for details. Many features in this release, especially the shader compilation changes detailed below, require the use of modern Vulkan features, such as Dynamic Rendering, Extended Dynamic State, and Null Descriptors. Due to the significant changes required to make use of them, it was no longer practical to maintain and test code paths for older drivers which do not support these features. In practice, any system capable of running D3D11 and D3D12 games using Proton Experimental right now will be able to run DXVK 2.0. Note: Third-party Vulkan layers that were not updated for Vulkan 1.3 will no longer work. D3D9 changes - Memory management improvements In order to reduce the likelihood of running out of address space in 32-bit D3D9 games, DXVK will now use memory-mapped files to store shadow copies of textures. This allows us to unmap memory that is not being used by the game, thus freeing up significant amounts of address space, up to several hundred Megabytes. See PR #2663 for implementation details. Note: This change does not affect 64-bit games since address space is not a concern there. It also does not affect D3D10 or D3D11 since resource uploads work differently in those APIs and are much more memory efficient. Render target feedback loops On drivers which support VK_EXT_attachment_feedback_loop_layout, reading from an active render target in D3D9 games is now properly supported, which previously caused rendering artifacts on newer AMD hardware and required driver-level workarounds. This affects a number of games, including GTA IV. Alpha test improvements The D3D9 alpha test implementation was changed to more closely match the behaviour of Nvidia's implementation, which fixes inaccuracies in various games. The d3d9.alphaTestWiggleRoom option was removed, and games that previously required this option should now work correctly by default. D3D10 changes DXVK previously shipped incomplete implementations of d3d10.dll and d3d10_1.dll, but has not installed them by default since Version 1.6 since wine's implementation provides more features that are needed for D3D10 games to run, including the D3D10 Effects framework. Since our implementation is incomplete and has not been used by Proton or Lutris for a very long time, DXVK will no longer ship these DLLs starting with this release. The D3D10 API itself is still supported via d3d10core.dll. D3D11 changes Feature support DXVK now exposes D3D11 Feature Level 12_1 with the following newly added features: Tiled Resources up to Tier 3, provided that the corresponding Vulkan sparse binding and sparse residency features are supported Conservative Rasterization up to Tier 3, provided that the corresponding Vulkan conservative rasterization features are supported. Rasterizer Ordered Views, provided that the corresponding Vulkan fragment shader interlock features are supported. While no games are known to use these features directly in D3D11, some games and game launchers rely on feature support being consistent between D3D11 and D3D12 in order to allow users to enable D3D12 in the game options. While our implementation of these feature is generally functional, there may be bugs or performance issues in case a game does use them. Furthermore, DXVK now supports the D3D11_FEATURE_SHADER_CACHE and D3D11_FEATURE_D3D11_OPTIONS5 feature queries. Note: AMD Vulkan drivers do currently not support fragment shader interlock and are limited to feature level 12_0. Note: Intel's ANV driver currently does not support the corresponding Vulkan features and is therefore limited to feature level 11_1. This applies to both DXVK and vkd3d-proton. Device contexts The implementations of ID3D11DeviceContext were refactored so that immediate contexts and deferred contexts no longer use common entry points. This is closer to Windows behaviour and may improve compatibility to third-party libraries and mods that hook into the D3D11 immediate context specifically, and reduces CPU overhead since some frequently used code paths are now more specialized for each context type. State clear and restore methods were optimized to further reduce CPU overhead in games that heavily use deferred contexts, e.g. Assassin's Creed: Origins, or explicitly call ClearState frequently, e.g. God of War. Shader compilation changes On drivers which support VK_EXT_graphics_pipeline_library, including the IndependentInterpolationDecoration feature, Vulkan shaders will now be compiled at the time the game loads its D3D shaders, rather than at draw time. This reduces or eliminates shader compile stutter in many games. In games that load their shaders during loading screens or in the menu, this can lead to prolonged periods of very high CPU utilization, especially on weaker CPUs. For affected games it is recommended to wait for shader compilation to finish before starting the game to avoid stutter and low performance. Shader compiler activity can be monitored with DXVK_HUD=compiler. Note: The relevant Vulkan features are currently only supported by Nvidia drivers (version 520.56.06 or later). Driver support is expected to improve in the future. State cache interactions This feature largely replaces the state cache. If the given Vulkan features are supported, only pipelines that cannot use the pipeline library feature (e.g. pipelines using tessellation shaders) will be written to and read from the state cache, so newly created state cache files will typically only contain a few dozen to a few hundred pipelines, as opposed to thousands or tens of thousands. If the graphics pipeline library feature is not supported, the state cache will be used the same way as it was in older DXVK versions. Note: State cache files created with DXVK versions prior to 1.4.3 can no longer be used. Note: Despite our efforts, due to the significant changes under the hood, there may be issues when using an older state cache file under some circumstances. If you experience crashes, please test if the game runs with a clean cache file (DXVK_STATE_CACHE=reset) before reporting a bug. Caveats Games which only load their D3D shaders at draw time (e.g. Witcher 3, most Unreal Engine games) will still exhibit some stutter, although it should still be less severe than without this feature. For 32-bit games, the implementation tries to aggressively free Vulkan pipelines in order to save memory. This may cause stutter if the driver's on-disk shader cache is not working properly. On Nvidia drivers, the on-disk shader cache will be significantly larger than with previous versions of DXVK. It may be necessary to bypass the size limit by setting the environment variable __GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1, or setting a new limit manually via __GL_SHADER_DISK_CACHE_SIZE (in bytes). Linux build support Work from dxvk-native has been upstreamed in order to facilitate native Linux builds of DXVK, which can be used as a drop-in replacement to port D3D applications without having to change rendering code. Note: When porting a D3D11 application, please refer to the Feature support and Developer Guidelines pages on the Wiki to avoid hitting unsupported or slow code paths in DXVK. * Wed Jul 13 2022 Marcus Meissner <meissner@suse.com> - 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) - updated to 1.10.1 Features Implemented initial support for shared resources (PR #2516). This fixes video playback in a number of Koei Tecmo games (Atelier series, Nioh 2), as well as the D3D11-based UI in the Windows version of Black Mesa. The required wine patches are currently only available in Proton Experimental. This feature will not be supported on Windows systems. This feature is still experimental and has not been thoroughly tested on all graphics drivers, so issues are to be expected. Currently, only basic 2D texture sharing between D3D9 and D3D11 is supported when using DXVK for both APIs. API features that are currently not supported include: - IDXGIKeyedMutex. Documentation is very poor and it's not clear how an implementation is supposed to behave. - Resource sharing with D3D12 applications under vkd3d-proton. This may be added in the future. - Resource sharing with Vulkan applications. Note: The Black Mesa UI flickers heavily when the game is not GPU-bound. This also happens on Windows to some degree and is a game bug. Bug fixes and Improvements - Added an environment variable DXVK_ENABLE_NVAPI to bypass the vendor ID override. Setting it to 1 behaves exactly the same as setting dxvk.nvapiHack = False in the config file, but may allow for better integration into Lutris or the Proton launch script. (#2544) - Improved shader code generation when local arrays are used. This may improve performance on Nvidia drivers in some D3D11 games. - Fixed shader code generation when switch-case fallthrough is used in Shader Model 4.0 (#2556). Current FXC versions no longer generate such code. - Potentially improved performance when rendering to DXGI_FORMAT_R11G11B10_FLOAT images that can also be used with unordered access views. - Fixed various D3D9 issues related to texture uploads (#2559, #2541, #2535). - Assassin's Creed 3, Black Flag: Enabled d3d11.cachedDynamicResources = a to work around severe performance issues. - Frostpunk: Enabled d3d11.cachedDynamicResources = c to work around low CPU-bound performance. - God of War: Fixed some issues that started with game patch 1.0.9: - Extremely inconsistent frame pacing when the game detects an AMD GPU, dxgi.maxFrameLatency = 1 is now set by default to work around this issue. - Heavy flickering of some lights. Apparently this was also fixed in the game in patch 1.0.11. - GTA: San Andreas: Fixed UI rendering issues (#2560) - Rayman Origins: Fixed rendering issues (#2545) * Sat Mar 05 2022 Marcus Meissner <meissner@suse.com> - updated to 1.10 [#]# Performance improvements - Reduced unnecessary worker thread synchronization around resource readbacks for both D3D11 and D3D9. This can significantly increase CPU-bound performance in games like **Assassin's Creed: Origins** and other titles built on the same engine, with smaller improvements seen in **Elex II**, **God of War**, **GTA IV** and others. - When using [D3D11_MAP_WRITE](https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_map) on a staging resource that's currently being read by the GPU, DXVK will now attempt to create a copy of that resource in order to avoid GPU synchronization. This improves performance in **Quantum Break** and potentially other games. This behaviour can be tweaked using the `d3d11.maxImplicitDiscardSize` option. - Optimized [UpdateSubresource](https://docs.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-updatesubresource) for small constant buffer updates. This further improves performance in **God of War** and potentially other games. - Improved the way resource uploads and staging buffers are handled in D3D11. This may reduce memory usage and CPU overhead in some - Added more information to the HUD that can be useful for troubleshooting performance issues: GPU synchronizations per frame, worker thread synchronizations per frame, and pipeline barrier count. - GPU synchronization, when necessary, no longer uses busy-waiting, which may reduce power consumption on portable devices in some games. [#]# Bug fixes and Improvements - Added a `D3D11On12CreateDevice` stub so applications using this don't immediately crash (PR #2278). * *Note** that supporting D3D11on12 is currently not viable. - Version numbers for Intel's Windows driver should now be reported properly. * *Note** that using DXVK on this driver is highly discouraged and will likely not work. - **ArmA 2**: Fixed texture-related issues (PR #2477). - **Black Mesa**: Fixed - **Resident Evil 0**, **5**, **6**, **Resident Evil: Revelations 2**: Improved performance (PR #2466). - **Total War: Warhammer III**: Significantly improved GPU-bound performance on setups with a dedicated GPU. [#]# Per-game workarounds Replaced the previous `d3d11.apitraceMode` option with `d3d11.cachedDynamicResources`, which provides a more granular way to specify resource types to allocate in cached system memory. Refer to the example `dxvk.conf` for details. This change was not made for the equivalent D3D9 option yet. Normally, [D3D11_USAGE_DYNAMIC](https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_usage) resources are expected to be write-only from the CPU and read-only from the GPU, but despite this, some games perform CPU-side reads on the mapped memory, which can cause severe performance degradation since those reads would have to go over PCI-E, or at least uncached write-combined memory. This is especially problematic on systems with Resizeable BAR and can cause issues even on Windows D3D11 drivers. Games that will use this option by default include **Age of Empires 2: Definitive Edition** (#2491), **Anno 1800**, **Final Fantasy XIV**, **Nier Replicant**, **The Evil Within** (PR #2522), and all games that previously had `d3d11.apitraceMode` enabled by default. - updated to 1.9.4 Bug fixes and Improvements: - Fixed an issue that would cause VRAM to not be utilized on RBAR-enabled Nvidia GPUs if the `dxvk.shrinkNvidiaHvvHeap`option is enabled (#2438). - Enabled strict D3D9 float emulation by default on future versions of RADV. This may improve both accuracy and GPU-bound performance (PR #2448).. - Improved memory allocation behaviour. This may reduce memory usage especially in games that create multiple processes or D3D devices. - Removed obsolete options to disable OpenVR support. - **God of War**: Enabled performance optimizations and DLSS support. *Note that these changes are already included in Proton Experimental.* * Tue Jan 11 2022 Marcus Meissner <meissner@suse.com> - updated to 1.9.3 - DLSS should now work in supported games in combination with [dxvk-nvapi](https://github.com/jp7677/dxvk-nvapi). - Optimized D3D9 shader constants by relying on `VK_EXT_robustness2` and removed the old app options for games using software vertex processing. (#2282) - Added an option for more accurate emulation of D3D9 floating point behaviour and enabled that by default for a bunch of games. (#2294, #2359). This fixes issues in **Red Orchestra 2**, **Dark Souls 2** (original version), **Dog Fight 1942**, **Bayonetta**, **Rayman Origins**, **Guilty Gear Xrd** and **Richard Burns Rally**. - Fixed a DXGI issue which would sometimes cause games to fail to enter fullscreen mode on some displays that do not support low rates across all resolutions (#2395). - **Black Mesa**: Fixed a regression with shadows. (#2317) - **Crysis 3 Remastered**: Worked around poor performance. (#2339) - **Euro Truck Simulator**: Fixed a shading issue resulting in black geometry (#2312) - **Injustice Gods Among Us**: Fixed missing characters on the character selection screen. (#2332) - **Rocksmith 2014**: Fixed white screen on startup. (#2383) - **Spliter Cell: Chaos Theory**: Fixed brightness with the shader model 3 option. (#2340) - **Sim City 2013**: Fixed rendering. - **The Guild 3**: Fixed artifacts in overview map. * Mon Sep 20 2021 Marcus Meissner <meissner@suse.com> - updated to 1.9.2 - Reduced overall CPU overhead in D3D9. - Fixed various failures in wine's D3D9 tests. - Fixed various issues when the `d3d9.evictManagedTexturesOnUnlock` option is enabled. - Fixed various issues when the `d3d11.relaxedBarriers` option is enabled. - **Call of Cthulhu**: Fixed reflection rendering (#2248) - **Crysis 3**, **Homefront The Revolution**: Worked around poor performance (#2256) (#2241) - **GODS**: Fixed gamma curve (#2250) - **Total War Medieval 2**: Fixed black lines on the world map (#2258) and settings text (#2247) The game still crashes when loading battles due to running out of address space. - **Fantasy Grounds**: Fix incorrect rendering (#2251) - **Need For Speed Heat**: Fixed ground textures rendering incorrectly (#1764). - **Paranormal Files**: Fix black screen (#2192) - **Pathfinder: Wrath of the Rightous**: Fixed GPU hang in loading screen. Note that the game itself has further issues loading certain parts of the game, which do not appear to be related to wine or DXVK in any way. - **Payday**: Fix flickering reflections (#2259) - **Shin Megami Tensei 3**: Fixed hang when entering save room (#2161) - **Sine Mora EX**: Added 60 FPS lock (#2261) - updated to 1.9.1 - Fixed a number of performance and stability issues introduced with the D3D9 locking rewrite in 1.9 (#2142, #2149, #2150, #2164, #2168). - Rewrote the way staging textures are handled in D3D11. This can reduce memory usage and the number of image copies necessary to move data between the CPU and GPU, and fixes severe performance issues in Roblox on Nvidia GPUs. - Removed some workarounds for very old Mesa versions (19.0 and older). - Reimplemented locking primitives based on Windows SRW locks. This may be more efficient compared to the winpthreads implementation in mingw builds. - Earth Defense Force 5: Work around performance issues caused by the game frequently turning vertical synchronization on and off between frames (#2127) - Far Cry 1: Spoof Nvidia GPU in order to enable higher-quality water rendering. - Far Cry 5 and other Dunia Engine games: Fixed various issues due to uninitialized memory (PR #2137). - GTA IV: Fixed broken app profile that would break the game on Nvidia GPUs. - Risen 3: Fixed crash on Nvidia GPUs (#2154). - World of Final Fantasy: Forcibly disable MSAA to work around game bugs. Note that this should not impact visual quality since the game only uses MSAA for full-screen passes where it has no effect (#1216, #2136). * Tue Jun 22 2021 Guillaume GARDET <guillaume.gardet@opensuse.org> - Build only on x86* * Sat Jun 19 2021 Marcus Meissner <meissner@suse.com> - updated to 1.9 [#]# Features - Implemented basic support for various subsampled YUV texture formats such as NV12, which is used for video playback in some games, as well as basic support for `ID3D11VideoProcessor` APIs . This is needed for videos in **Nier Replicant** to play back (#2048), and may also be required for **Contra: Rogue Corps** (#1676). Note that Nier videos currently do not work with Proton for other reasons. - Implemented Conservative Rasterization for supported GPUs, which allows enabling the Nvidia ShadowLibs option in **Final Fantasy XV** and possibly similar options in other games. - Reduced presentation latency by up to one frame under some circumstances. This may help with games that are limited by vertical synchronization, DXGI frame latency settings, or external frame limiters that operate on `vkAcquireNextImageKHR` (PR #2075). - Added a frame rate limiter. This is mostly intended as a workaround for games that do not work correctly at high frame rates, but can also be controlled with an environment variable. Check the README for detais. [#]# Device selection Software-only Vulkan implementations such as Lavapipe are no longer reported to the application as long as there is a Vulkan-capable GPU present on the system. This should fix issues where games try using Lavapipe over a proper driver on some setups with recent Mesa versions and then crash due to hitting an unsupported texture format. Lavapipe can now be used with DXVK by manually setting the `VK_ICD_FILENAMES` environment variable. While some of DXVK's feature requirements have been lifted in order to allow it to run, note that limitations of this driver may still cause some games to crash or render incorrectly, while others (such as The Witcher 3) were tested successfully. [#]# Bug fixes and Improvements - Improved texture and buffer uploads in D3D9. - Fixed the Origin overlay not showing up when using DXVK's DXGI implementation (#1996). - Disabled Wine Gecko/Mono installers showing up when using install script. - Disabled a workaround to reduce the amount of random crashes on Nvidia drivers since the underlying driver issue was fixed in the 465.xx releases (#1963), which may improve performance in some games. - Fixed precision issues in shaders that do not have the `refactoringAllowed` flag set. - Fixed some potential issues around image clears that could lead to artifacting or broken rendering. - Fixed an issue where games with upper-case file extensions may create duplicate logs or cache files (#2079). - Fixed monitor layout issues when restoring display modes on multi-monitor setup (#2064). - Fixed a bug in D3D9 where child windows did not have their positions converted relative to their parents (#1958). - Removed workarounds specific to RADV with the LLVM shader compiler. Please use the ACO backend instead (default since Mesa 20.2). - Removed `d3d11.enableRtOutputNanFixup` workaround, and enabled that behaviour by default for older RADV versions (prior to Mesa 20.3). - Further reduced the size of state cache files. State caches from previous DXVK versions will be converted automatically. - Debugging symbols now work in GDB with wine-reload (4kb file alignment) - Misc. vector/matrix math fixes and optimizations in D3D9. - **Atelier Mysterious Trilogy Deluxe Pack**, **Dal Segno** and **Nights of Azure**: Added the usual white screen workaround (#2035, #2022, #2044). - **Days Gone**: Implemented missing DXGI frame statistics functions in order to fix very low frame rates (#2065). - **Demon Stone**: Work around the game breaking at >60fps (#2103). - **Dragon Quest Builder 2**: Fixed an issue where the game would immediately run out of system memory (PR #1995). - **Final Fantasy XIII**, **Spec Ops: The Line**: Fixed a bug with some postprocessing effects on NVIDIA. - **GTA IV re-release**: Work around incorrect VRAM amounts being shown when nvapi and atidlxx libraries are not present as it assumes all GPUs to be Intel IGPs with unified memory in that case. - **Halo 2**: Fixed fog rendering issues (#2059). - **Kohan II**: Fixed out-of-memory crash on startup (#2030). - **Nier Replicant**: Enabled 60 FPS limit to work around issues with the game running too fast, and enforced full-rate vertical synchronization in order to work around related issues with the game sometimes being stuck at weird frame rates. Note that AMD RX 5000 and 6000 series GPUs may need to be put into high performance mode manually in order to fix performance issues caused by aggressive power management. - **Second Sight**: Fixed missing UI (#2056). - **TrackMania Forever**: Fixed rendering issues introduced in DXVK 1.8. * Tue Mar 02 2021 Marcus Meissner <meissner@suse.com> - updated to 1.8.1 [#]# Bug fixes and Improvements - Fixed a regression that would cause a number of D3D9 games to crash when changing the resolution or during startup. - Improved performance in many D3D9 games when using MSAA on RADV. - Improved presentation logic for MSAA swap chains, which are common in older D3D9 games. - **Mafia II**: Work around shadows being broken when the game thinks it's running on an AMD GPU. (#1294) - **Warhammer Online**: Work around the game trying to use unsupported image formats. (#1296) * Fri Feb 19 2021 Marcus Meissner <meissner@suse.com> - updated to 1.8 [#]# Bug Fixes and Improvements - Fixed some build system warnings with newer Meson versions. - CPU-based Vulkan implementations such as Lavapipe will now always be enumerated last. This should avoid issues on systems without a dedicated GPU where games could potentially default to a CPU rasterizer. - Optimized image layout transitions, which may improve performance on Intel GPUs in some games. - D3D9: Improved performance of texture uploads and occlusion queries in some cases. - D3D9: Fixed an issue where supported back buffer formats would be reported incorrectly. - DXGI: Enabled multi-monitor support. This requires a relatively recent Wine version with XRandR 1.4 support to work correctly. - D3D11: Fixed a number of reference counting issues that could potentially lead to stability issues (PR #1887, PR ##1888). - D3D11: Improved correctness of NaN handling in shaders with `VK_KHR_shader_float_controls`, and removed most app workarounds setting `d3d11.enableRtOutputNanFixup`. - Enabled `d3d11.enableRtOutputNanFixup` by default on older RADV versions. - Enabled `d3d11.invariantPosition` option by default to fix common Z-fighting issues, especially on RDNA2 GPUs. - **Atelier Ryza 2**: Added workaround for video playback breaking D3D11 rendering, like in other games of the series. - **Battle Engine Aquila**: Fixed broken textures (PR #1759). - **Dark Messiah of Might & Magic**: Work around out-of-memory issues on startup. - **Everquest**: Work around performance issues. - **F1 2018/2020**: Work around broken compute shaders causing artifacts on Mesa drivers, similar to F1 2019 (#1897). - **Hitman 3**: Work around AMDAGS issues on AMD GPUs similar to Hitman 2 (PR #1909). - **Nioh 2**: Work around black screen issues. - **Tomb Raider Legend**: Work around performance issues (#1685).
/usr/libexec/dxvk /usr/libexec/dxvk/lib /usr/libexec/dxvk/lib/d3d10core.dll /usr/libexec/dxvk/lib/d3d11.dll /usr/libexec/dxvk/lib/d3d8.dll /usr/libexec/dxvk/lib/d3d9.dll /usr/libexec/dxvk/lib/dxgi.dll
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Fabrice Bellet, Tue Nov 26 00:07:01 2024