File dxvk.changes of Package dxvk

Tue Jun 15 19:55:17 UTC 2021 - Tobias Klausmann <>

- Update to version 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).
    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  2 13:08:56 UTC 2021 - Tobias Klausmann <>

- Update to version 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.
    Fixed a regression causing black textures in some D3D9 games (#1947)
    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.
    Warhammer Online: Work around the game trying to use unsupported image
    formats. (#1296)

Sat Feb 20 23:16:51 UTC 2021 - Tobias Klausmann <>

- Update to version 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
    D3D9: Fixed an issue where supported back buffer formats would be reported
    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
    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 AMD
    drivers, similar to F1 2019 (#1897).
    Hitman 3: Work around AMDAGS issues on AMD GPUs similar to Hitman 2
    (PR #1909).
    Mega Man Legacy Collection 2: Fixed rendering issues (#1922).
    Nioh 2: Work around black screen issues.
    Tomb Raider Legend: Work around performance issues (#1685).

Thu Dec  3 10:36:32 UTC 2020 - Tobias Klausmann <>

- Update to version 1.7.3:
  + Bug fixes and Improvements
    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 old 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)
    Note: Build requirements have changed to MinGW 8.0 since new headers are
    required for the DXGI changes. Building on older versions will fail with
    messages about IDXGIFactory7 not being declared. Do not confuse the MinGW
    version with the GCC version provided by MinGW.

Wed Oct  7 16:42:01 UTC 2020 - Tobias Klausmann <>

- Update to version 1.7.2:
  + Bug fixes and Improvements
    Fixed a major D3D9 regression that would cause crashes in many games.
    Fixed D3D9 crashes on AMDVLK due to invalid Vulkan API usage (#1742).
    Work around stack overflows in some 32-bit D3D9 games.
    Added workarounds for rendering issues on AMD drivers in some Unity Engine 
    Work around Unicode support on Windows being garbage (PR #1761).
    Log file creation can now be disabled by setting DXVK_LOG_PATH=none, but
    logs will still be printed to stderr (#1743).
    Baldur's Gate 3: Fixed crash after character selection screen in D3D11
    Final Fantasy XIV: Improved stability on recent Nvidia drivers.
    Just Cause 3: Work around a game bug causing flickering terrain on RADV
    Marvel's Avengers: Fixed spurious crashes due to invalid resource copies.
    Need for Speed Heat: Fixed some Vulkan validation errors.
    PGA TOUR 2K21: Fixed Vulkan validation errors and potential crashes.
    Trails in the Sky SC: Fixed fog rendering (#1771).

Thu Aug 13 18:35:34 UTC 2020 - Tobias Klausmann <>

- Update to version 1.7.1:
  + Bug fixes and Improvements
    VK_EXT_4444_formats is now used on supported drivers to resolve potential
    issues with sampler border colors on Intel hardware.
    VK_EXT_extended_dynamic_state is now used on supported drivers to implement
    out-of-bounds vertex buffer access behaviour correctly.
    Minor performance improvements.
    Implemented NV12 video format support for D3D9. This should make the
    GeForce Now app usable with DXVK.
    Implemented missing shader instruction for D3D9 to fix shadow rendering in
    a number of games.
    Anarchy Online: Fixed an out-of-memory error.
    Metro Exodus: Added missing DXGI entry points required to run the game.
    Observation: Work around a game bug causing rendering issues on RADV.
    Resident Evil 7: Disabled relaxedBarriers option again due to rendering
    Serious Sam 2 and others: Fixed incorrect water reflections.
    SpellForce 2: Work around black water ripples.
    Timeshift: Fixed shadows
    TrackMania: Fixed water and other rendering issues.
    Work around performance issues in Darksiders: Warmastered Edition (#1719)
    and Monster Hunter World on AMD and recent Nvidia drivers.
    Work around Z-fighting issues in Borderlands 3, Halo, Halo CE, Mafia III:
    Definitive Edition, Terminator: Resistance.
  + Compatibility notes
    VK_EXT_transform_feedback is now a hard requirement for D3D10 and D3D11.
    This extension is supported by all Nvidia and Mesa drivers released in
    early 2019 or later, as well as recent AMDVLK releases and the proprietary
    AMD driver.

Sun May 24 23:02:22 UTC 2020 - Tobias Klausmann <>

- Disable stack protection and lto for now

Sun May 17 10:56:01 UTC 2020 - Tobias Klausmann <>

- Update to version 1.7:
  + New Vulkan extensions
    On supported drivers, the following extensions are now used:
    VK_EXT_custom_border_color is now used to support for arbitrary sampler
    border colors, which fixes issues in many Direct3D 9 games including Crysis
    and Halo 2 Vista (#1612).
    VK_EXT_robustness2 is used to handle out-of-bounds access to resources the
    same way as D3D11 does.
    Wine 5.8 is needed for winevulkan support, as well as the following drivers:
      - AMD, Intel: Mesa 20.2 (current development version)
      - Nvidia: 440.66.12 (Vulkan developer beta)
  + Bug fixes and Improvements
    Optimized render target clears and barriers, which may slightly improve
    GPU-bound performance in a number of games.
    On drivers that do not support a dedicated transfer queue (primarily RADV),
    the compute queue will now be used for asynchronous resource uploads in
    D3D11 games.
    Implemented some DXGI 1.6 functionality for future versions of World of
    Reduced memory usage especially in D3D9, which may help with out-of-memory
    errors in certain games such as Toxikk. Note that this is not a solution
    for the general 32-bit address space problem (#1318).
    Fixed Vulkan validation errors in Cloudpunk and other games using buffer
    resources incorrectly.
    Fixed build on GCC 10.1 (#1620).
    Fixed various D3D9 issues.
    Reworked the dxgi.tearFree option, see PR #1606 for details.
    Fallout New Vegas: Fixed white pixel artifacts
    Freelancer: Fixed texturing issues (#1603).
    GTA IV: Fixed HUD rendering issues (#1608, PR #1626).
    Halo Custom Edition: Fixed Z-fighting issues when using the Open Sauce
    mod (#1550).
  + Build system changes
    Support for winelib builds was dropped, due to maintenance issues and
    incompatibility with some distributions (see #1584). This makes MinGW a
    hard requirement for building DXVK.
    Please note that mingw-w64-binutils 2.34 currently leads to broken builds;
    see #1625 for details and a fix for the issue.

Mon Apr 20 18:12:06 UTC 2020 - Tobias Klausmann <>

- Update to version 1.6.1:
  + Bug fixes and Improvements
    Configuration options now accept the "..." syntax, e.g.
    d3d9.customDeviceDesc = "ATi Rage 128" (#1567).
    Added dxgi.tearFree option to enforce the Mailbox present mode when Vsync
    is disabled, which should prevent tearing. May not work on all setups.
    Fixed various issues causing incorrect rendering or crashes in D3D9.
    Fixed Vulkan validation errors on Nvidia systems.
    Fixed an issue with the setup script not working on Wine 5.6 due to a
    winepath regression.
    Implemented missing DXGI functionality for some SpecialK mods. (#1544)
    Blue Reflection: Work around game bug causing rendering issues. (#1574)
    Battlefield 2: Work around a game bug causing black terrain. (#1558)
    Crysis: Fixed a crash when loading certain levels in D3D9 mode. (#1528)
    Half-Life Alyx: Fixed incorrect integer division-by-zero handling resulting
    in distorted geometry.
    Heavy Rain: Improved performance on Nvidia GPUs. (#1575)
    L.A. Noire: Fixed crash on startup. #1564
    Prince of Persia: Fixed incorrect rendering on RADV. (#1537)
    Yooka-Laylee and the Impossible Lair: Work around rendering issues on AMD
  + Remove Patch1 0001-setup-Use-0-option-with-winepath.patch
    Another solution is included in this release

Sat Apr 11 16:29:47 UTC 2020 - Tobias Klausmann <>

- Add Patch1 0001-setup-Use-0-option-with-winepath.patch
  This fixes the dxvk install with wine 5.6

Sun Mar 22 17:34:38 UTC 2020 - Tobias Klausmann <>

- Update to version 1.6.0:
  + D3D10 changes
    The D3D10 helper libraries d3d10.dll and d3d10_1.dll are no longer
    installed by default, as only d3d10core.dll and d3d11.dll are needed for
    DXVK to support D3D10 (on Windows, dxgi.dll must also be used). This opens
    up the option to use Wine's implementation of the D3D10 effects framework,
    which is needed by some games.
    Note: This works best on Wine 5.3 or newer. The existing DXVK
    implementation can still be used, refer to the README for details.
  + Bug fixes and Improvements
    - Minor D3D9 performance improvements
    - Apparently fixed a crash when capturing apitrace snapshots (?) (#1511)
    - Fixed a crash in some Source 2 titles using their D3D9 renderer
    - Fixed redundant display mode changes (#1489, #1494)
    - Fixed videos in some games showing a green frame (Joshua-Ashton/d9vk#424)
    - A Hat in Time: Fixed a regression where the output would be badly scaled
      when changing resolution
    - Dead Space: Fixed black square artifacts (#1484)
    - DoDonPachi Resurrection: Fixed crash on startup (#1508)
    - Dragon's Dogma: Fixed fullscreen issues (#1502)
    - Star Wars: Republic Commando: Implemented missing image formats (#1430)
    - Yomawari: Midnight Shadows: Fixed crash on startup (#1507)

Sat Feb 29 15:40:09 UTC 2020 - Tobias Klausmann <>

- Update to version 1.5.5:
  + Bug fixes and Improvements
    Implemented some missing D3D9 features
    Improved D3D9 compatibility with older Intel hardware (#1455)
    Fixed a regression which caused flickering in some D3D9 titles on Intel ANV
    (#1451, #1471)
    Fixed a bug where windows not matching the back buffer in size would
    produce pixelated output in D3D9 games
    Fixed a potential GPU hang that could happen if a game uses D3D9 dialog
    mode (#1330)
    Fixed crashes and incorrect rendering when using the
    d3d9.evictManagedOnUnlock option. This is useful for Skyrim with a large
    number of mods as an alternative to ENBoost.
    Fixed incorrect behaviour with D3D11 line tessellation.
    Book of Demons: Fixed white textures and UI issues (#1420)
    Close Combat: Fixed the UI not rendering (#1434)
    Cross Racing Championship: Fixed flickering water (#1450)
    Dungeons and Dragons: Temple of Elemental Evil: Fixed flickering fire
    Elite Dangerous: Fixed an issue with the launcher resetting the D3D9 device
    every frame when multiple monitors are in use (#1408)
    Evil Genius: Fixed a reference counting bug that would lead to error
    messages (#1417)
    F1 2019: Work around a game bug causing rendering issues on RADV.
    Hyperdimension Neptunia U Action Unleashed: Fixed character models not
    rendering (#1428)
    Just Cause 1: Fixed a regression where the game would crash on startup
    Lumino City: Fixed an issue potentially causing GPU hangs (#1462)
    Saint's Row III / IV: Work around a Z-fighting issue with the D3D11
    Shade Wrath of Angels: Fixed character rendering (Joshua-Ashton/d9vk#295)
    Sins of a Solar Empire: Fixed an endless recursion that could happen in
    some titles using SetCursorPosition (#1400)
    Rocket League: Fixed a potential crash with the experimental D3D11 renderer.
    Vampire: The Masquerade Bloodlines: Improved performance.

Sat Feb  8 22:29:01 UTC 2020 - Tobias Klausmann <>

- Update to version 1.5.4:
  + Bug fixes and Improvements
    Fixed another regression that affects multiple D3D9 games (#1399)
    Anno 1701: Fixed incorrect texture filtering near undiscovered map areas
    E.Y.E: Divine Cybermancy: Fixed rendering issues when aiming (#1392)
    Forgotten Realms: Demon Stone: Fixed textures not showing up (#1409)
    King's Bounty: Fixed incorrect water rendering (#1387)
    The Witcher: Fixed clouds not rendering (#1402)

Sat Feb  1 11:31:31 UTC 2020 - Tobias Klausmann <>

- Update to version 1.5.3:
  + Bug fixes and Improvements
    Fixed a potentially critical D3D9 regression introduced in 1.5.2.
    Fixed some Vulkan validation errors in D3D9 applications
    Improved GPU-limited D3D9 performance on some drivers, e.g. in A Hat in 
    D3D10 apps will now be recognized as such by the HUD instead of being shown
    as D3D11.
    Mafia II: Fixed shadow rendering issues (#1294)
    Skyrim: Fixed rendering issues caused by broken ENB shaders
    Torchlight: Fixed rendering issues in the menu (#1378)

Sat Jan 25 12:08:19 UTC 2020 - Tobias Klausmann <>

- Update to version 1.5.2:
  + Vulkan 1.1 is now required, which means that very old drivers will no
    longer be able to run DXVK:
    - AMD / Intel: Mesa 17.3 and older
    - Nvidia: 390.xx and older
  + Additionally, the Vulkan loader installed on the system must support Vulkan 1.1.
    Note that having an incompatible driver installed, even alongside more
    recent versions, may cause Vulkan initialization failure or application
    crashes on startup. Remove any such drivers when running into issues.
    The reason for this change is that the Vulkan 1.0 fallback path was largely
    untested and did not always work correctly, removing it also allowed for a
    minor code cleanup.
  + Bug fixes and Improvements
    Implemented some missing D3D9 swap chain functionality to allow various
    applications to run, including the ATi ToyShop demo, Atelier Sophie (#1341)
    and Dynasty Warriors 7 (#1361).
    Various D3D9 bug fixes and minor performance and memory optimizations
    Added d3d9.forceSwapchainMSAA option to force MSAA on D3D9 swap chain
    Enabled d3d9.deferSurfaceCreation for a large number of D3D11 games in the
    Atelier series to fix the menu not showing up. Requires the use of both
    DXVK's D3D11 and D3D9 implementations.
    Dragon Age Origins: Fixed some Vulkan validation errors
    Entropia Universe: Added d3d11.invariantPosition option to fix Z-fighting
    issues on some graphics drivers (#1364)
    Ferentus/Herrcot/Xiones: Fixed sky rendering as well as a minimap
    regression (Joshua-Ashton/d9vk#306)
    Gothic 3: Disabled d3d9.supportDFFormats option to fix shadow rendering
    Tales of Vesperia: Fixed a race condition causing frequent crashes, which
    was introduced in DXVK 1.4.5.
    TrackMania United Forever: Fixed unnecessary CPU <> GPU synchronization to
    improve performance (#1363)
    Vampire The Masquerade: Bloodlines: Fixed rendering issues with refractive
    Warriors Orochi 4: Fixed a minor discrepancy in D3D11 query tracking due to
    a series of game bugs

Fri Jan 10 08:50:34 UTC 2020 - Tobias Klausmann <>

- Update to version 1.5.1:
  + Bug Fixes and Improvements
    Overall D3D9 performance improvements
    Improved depth bias implementation in D3D9. This fixes rendering issues
    like missing shadows and decals in a lot of titles.
    Fixed a bug where some D3D9 games would crash with a divide by zero error
    on launch.
    Fixed incorrect specular rendering in many D3D9 games using Pixel Shader
    Restored functionality of the dxvk.hud configuration option which was
    accidentally removed in 1.5. (#1279)
    Tweaked number of threads used for pipeline compilation. This was done to
    reduce the performance impact on common 6-core and 8-core CPUs while also
    allowing newer CPUs with more than 12 cores to use more threads.
    Note that this can still be customized with the dxvk.numCompilerThreads
    GTA V: Fixed a regression that would cause extremely poor performance when
    enabling Vsync in full-screen mode (#1314)
    Halo CE: Fixed shield and glass rendering in Halo and Halo CE (#1309)
    Need For Speed: Carbon: Fixed blur effect (#1295)
    Risen 2: Fixed inventory in not rendering (#1290)
    Sims 4: Fixed a crash when changing to/from fullscreen (#1304)
    Trackmania Forever: Fixed crash on startup (#1278)
    Vampire The Masquerade: Bloodlines: Fixed an issue with the game window
    being a small box when using fullscreen mode with a non-native resolution.

Mon Dec 16 16:42:22 UTC 2019 - Tobias Klausmann <>

- Update to version 1.5:
  + D9VK is now part of DXVK, which means that D3D9 games are now supported by
    default. Refer to the pull request for details and planned future work, and
    beware of frogs.
    For future bug reports, please clarify which API is used by the game in
  + Bug fixes on top of D9VK 0.40.1
    Fixed some memory and resource leaks in state blocks, deletion and device
    resetting Dark Souls: Prepare to Die Edition: Fixed a black screen issue
    that occured on some drivers
  + HUD improvements
    Improved overall appearance of the HUD and fixed an issue with some glyphs
    being placed incorrectly.
    Memory allocation statistics now show the amount of memory allocated per
    Vulkan memory heap, which allows distinguishing between video memory and
    system memory allocations.
    Fixed an issue where the draw call and queue submission statistics would be
    updated before the current frame has finished processing, leading to
    inaccurate numbers.
    Draw call and queue submission statistics are now updated every 0.5 seconds
    to make them more readable.
  + Bug fixes and Improvements
    Atelier Ryza: Enabled workaround for a black screen issue caused by the
    game's D3D9 usage when trying to play back intro videos. Requires both D3D9
    and D3D11.
    Crysis 3: All GPUs are now reported as Nvidia GPUs by default. This enables
    the game to use a fast path with considerably lower CPU overhead, but may
    cause a small performance hit on certain Nvidia GPUs in GPU-bound
    scenarios. Note that it might be necessary to disable the loading of
    nvapi.dll in your wine prefix when using wine-staging.
    Fifa 19: Fixed crash caused by a missing DXGI function (#1268).
    Halo MCC: Reduced the number of log messages being generated due to
    invalid D3D11 API usage.
    Star Citizen: Fixed a regression introduced in DXVK 1.4.3 causing lighting
    issues (#1262).

Tue Dec  3 17:51:41 UTC 2019 - Tobias Klausmann <>

- Update to version 1.4.6:
  + Bug fixes and Improvements
    Fixed a bug potentially causing crashes during display mode changes or when
    closing a game.
    Fixed an issue that would cause CPU-limited performance to degrade over
    time, especially in workloads involving Deferred Contexts.
    American Truck Simulator / Euro Truck Simulator 2: Fixed rendering issues
    Final Fantasy XIV: Fixed radial blur not working due to a division-by-zero
    Warcraft III Reforged: Implemented missing DXGI features to allow the game
    to run (#1252)

Wed Nov 20 19:29:52 UTC 2019 - Tobias Klausmann <>

- Update to version 1.4.5:
  + Performance
    Enabled asynchronous presentation on all GPUs, and removed the
    dxvk.asyncPresent option. Previously, this option was disabled on Nvidia
    GPUs due to sporadic GPU hangs. If you still encounter issues, please make
    sure to use a recent driver version, and also test the current Vulkan
    developer beta (435.27.07) if possible.
    Reduced the amount of thread synchronization around occlusion queries in
    order to improve multithreading efficiency.
    These changes may improve CPU-bound performance in Final Fantasy XIV and
    other games that are at least partially bottlenecked by draw call
  + Bug fixes and Improvements
    Fixed occational hangs on Nvidia GPUs when resizing the game window.
    Fixed possible crashes when using Wine's DXGI implementation (PR #1240).
    Re-implemented constant buffer range check for Nvidia GPUs to use storage
    buffers instead of uniform buffers in order to match D3D11 behaviour.
    Dirt Rally: Fixed GPU hang on RADV caused by uninitialized UAV counters.
    Earth Defense Force 4.1: Fixed issue with certain objects and HUD elements
    not rendering (#1242).
    Final Fantasy XV: Fixed severe performance degradation when the Geomapping
    option is enabled, caused by a game bug.
    Metal Gear Solid V: Disabled loading of OpenVR DLLs to work around a weird
    issue with all rendering being flipped vertically (#1245).
    Metro 2033: Fixed rendering issues when Depth of Field is enabled, caused
    by a game bug.

Fri Nov  1 22:42:42 UTC 2019 - Tobias Klausmann <>

- Update to version 1.4.4:
  + Bug fixes and Improvements
    Fixed a bug introduced in DXVK 1.4.3 where invalid state cache entries
    would be generated in some cases, leading to invalid Vulkan API usage. Any
    broken entries will be removed from the cache automatically.
    Fixed Vulkan validation errors with geometry shaders not declaring an
    invocation count.
    Fixed potential read-after-write hazards involving vertex and index buffers.
    Minor optimizations for Stream Output and Append/Consume buffers (used e.g.
    by Unity Engine).
    Reduced memory footprint of small, frequently-updated buffers.
    Removed useless d3d10.enable configuration option.
    Skyrim SE: Worked around multiple ENB bugs to fix crashes (#865)
    Saints Row 3/4 and Titan Quest: Added workaround for flickering issues on
    Nvidia (PR #1233)

Sat Oct 19 12:34:11 UTC 2019 - Tobias Klausmann <>

- Update to version 1.4.3:
  + Bug fixes and Improvements
    Implemented a new state cache file format which will lead to significantly
    smaller files. State caches from previous DXVK versions will be converted
    Further reduced CPU overhead, particularly in games with a large number of
    different shaders.
    Fixed incorrect barriers in case graphics shaders write to UAVs.
    Fixed incorrect MSAA sample positions being reported to shaders.
    Fixed some MSVC compiler warnings (#1218).

Sat Oct  5 10:19:03 UTC 2019 - Tobias Klausmann <>

- Update to version 1.4.2:
  + Bug fixes and Improvements
    Minor reduction of CPU overhead
    Fixed a minor performance regression introduced in 1.4.1 in GPU-bound 
    Fixed a case of incorrect NaN behaviour in shaders.
    Fixed various minor DXGI issues to improve pass rate in wine tests.
    Call of Duty: Modern Warfare Remastered: Report all GPUs as Nvidia to work 
    around game crashes.

Sat Sep 28 11:52:07 UTC 2019 - Tobias Klausmann <>

- Update to version 1.4.1:
  + Bug fixes and Improvements
    Fixed some potential crashes in D3D10 code.
    Fixed incorrect handling of UNDEFINED primitive topology.
    Device loss errors will now be forwarded to the application so that it can
    react accordingly.
    Batman: Arkham City: Fixed a regression causing the game to crash.
    Hitman 2: Reporting all GPUs as Nvidia GPUs to work around issues with the
    AMDAGS library introduced with a recent game update.
    Ni no Kuni Remastered: Implemented missing shader instructions to fix
    crashes and rendering issues.

Sun Sep 22 13:01:43 UTC 2019 - Tobias Klausmann <>

- Update to version 1.4:
  + D3D11 runtime interface
    D3D11 interfaces were updated to D3D11.4, which is the latest version
    available in Windows 10 (1903). This introduces a number of new API
    features, some which are supported by DXVK if the underlying Vulkan driver
    supports the corresponding features.
    The following features are optional and are currently not supported:
      - D3D11.2: Tiled Resources
      - D3D11.3: Conservative Rasterization
      - D3D11.3: Rasterizer Ordered Views
    These features may be implemented in the future in case any games make use
    of them.
    This change fixes a crash in Plants vs Zombies - Battle for Neighborville,
    which requires at least a D3D11.3 runtime.
  + DXGI runtime interface
    To match the D3D11.4 update, DXGI interfaces were updated to DXGI 1.5.
    This allows application to query for HDR support. HDR itself is not
    Support for GDI interop with DXGI surfaces was added to fix an issue with
    the Rockstar Game Launcher. Note that the launcher itself also requires
    fixes to Wine's Direct2D implementation, see #1196.
  + Resource mapping improvements
    The d3d11.allowMapFlagNoWait option is now enabled by default, which may
    improve performance in certain games. An issue that would prevent it from
    working correctly in The Witcher 3 and other games has been fixed, and
    synchronization now behaves more like it would on a native D3D11 driver.
  + Bug Fixes and Improvements
    Fixed a potential performance issue in games making heavy use of Deferred
    Contexts, such as Dark Souls III and Sekiro: Shadows Die Twice.
    More accurate resource tracking may in some cases lower CPU overhead

Fri Sep 20 17:03:06 UTC 2019 - Tobias Klausmann <>

- Update to version 1.3.4:
  + Added workaround for failing winelib builds with wine 4.15 (#1179)
  + Fixed a potential memory leak in games using Direct2D (issue found by @jp7677)
  + Control: Enabled d3d11.allowMapFlagNoWait option to improve GPU utilization.
  + Quantum Break: Fixed performance issue affecting Nvidia and older AMD drivers.

Fri Aug 30 13:52:23 UTC 2019 - Tobias Klausmann <>

- Update to version 1.3.3:
  For changes since 1.2.1, see

Tue Jun 11 12:24:44 UTC 2019 -

- Update to version 1.2.1~git20190611:
  * [dxgi] Return non-exact matches from FindClosestMatchingMode1

Mon Jun 10 11:01:30 UTC 2019 -

- Update to version 1.2.1~git20190606:
  * [dxvk] Revert buffer re-binding optimization
  * [dxvk] Add likely/unlikely around critical CS chunk append code
  * [dxvk] Only update buffer object in buffer slices if necessary
  * [d3d11] Avoid buffer ref count changes when only changing offsets
  * [dxvk] Avoid redundant descriptor set updates when binding buffers
  * [d3d11] Fix inconsistencies in Map/Unmap on immediate/deferred contexts
  * [d3d11] Avoid emitting redundant vertex and index buffer updates
  * [util] Add unlikely() around COM ref counting code
  * [d3d11] Add some likely/unlikely around CS flushes
  * [d3d11] Don't clear DSV aspects that are marked as read-only
  * [d3d11] Initialize depth images to zero rather than one
  * [d3d11] Fix initial swap chain image count
  * [dxvk] Fix binding indices for vertex attribute divisor
  * [util] Fix return value of AddRef

Mon May 27 12:51:42 UTC 2019 -

- Update to version 1.2.1~git20190525:
  * [d3d11] Respect COPY_FLAG_NO_OVERWRITE when updating constant buffers

Fri May 24 14:05:06 UTC 2019 -

- Update to version 1.2.1~git20190520:
  * [d3d11] Validate subresource index in MapImage
  * [d3d11] Support mapping multiple image subresources at the same time
  * [dxvk] Add new helper function to compute mip level extent
  * [meta] Release 1.2.1
  * [d3d11] Remove useless 'virtual' keyword
  * Revert "[d3d11] Use STDMETHODCALLTYPE for private virtual method"
  * [util] Also test for symlinks when installing/uninstalling

Sat May 18 15:10:00 UTC 2019 -

- Update to version 1.2~git20190518:
  * [utils] Don't try to install or remove missing dlls
  * [util] Enable D3D11_MAP_FLAG_DO_NOT_WAIT for The Surge
  * [d3d11] Update mapped buffers of staging textures immediately
  * [util] Spoof Nvidia GPUs for Mirror's Edge Catalyst

Thu May 16 18:17:39 UTC 2019 -

- Update to version 1.2~git20190515:
  * [d3d11] Use STDMETHODCALLTYPE for private virtual method
  * [build] Add options to disable dxgi/d3d* build
  * [d3d10] Fix winelib build
  * [tests] Enable atomic counter optimization for standalone DXBC compiler
  * [dxbc] Use subgroup operations for atomic append/consume operations
  * [spirv] Add OpUndef and more subgroup instructions
  * [dxbc] Add option to use subgroup ops for atomic counter operations
  * [d3d10] Add static method implementing D3D10CreateDeviceAndSwapChain1
  * [d3d11] Add static method implementing D3D11CreateDeviceAndSwapChain
  * [util] Don't use `if constexpr`
  * [dxvk] Don't align pushg constant data to 64 bytes
  * [dxvk] Apply view swizzles to image clears
  * [dxvk] Add method to swizzle clear color values
  * [dxvk] Pass clear value to clearRenderTarget by value
  * [d3d11] Use private references for render targets
  * [util] Add support for private references in Com<...> wrapper
  * [util] Fix COM reference count type
  * [meta] Release 1.2
  * Changed visibility of the winelib build to behave more like MinGW

Sat May 11 10:19:16 UTC 2019 -

- Update to version 1.1.1~git20190509:
  * [dxvk] Don't use ALL_COMMANDS_BIT to notify events
  * [dxvk] Increase number of queued command buffers to 12
  * [d3d11] Flush more aggressively when CPU bound
  * [d3d11] Flush more aggressively on stalling Event queries
  * [dxvk] Change flushing behaviour of immediate context methods
  * [util] Optimize popcnt operation
  * [dxvk] Add aspect mask parameter to clearImageView
  * [dxvk] Begin render pass in clearImageViewFb if necessary

Wed May 08 12:39:25 UTC 2019 -

- Update to version 1.1.1~git20190508:
  * [dxvk] Compact vertex buffer bindings
  * [dxvk] Optimize unbound vertex buffer handling
  * [dxvk] Fix unbound vertex buffer handling
  * [dxvk] Optimize vertex buffer binding
  * [util] Disable NvAPI hack for Mirror's Edge Catalyst
  * [hud] Optimize HUD rendering
  * [dxvk] Implement push constant API
  * [dxvk] Add push constant range info to shaders and pipeline layout
  * [dxvk] Pass slot mapping to pipeline layout constructor
  * [dxvk] Optimize spinlock implementation

Mon May 06 12:39:09 UTC 2019 -

- Update to version 1.1.1~git20190506:
  * [dxvk] Bump state cache version to v5
  * [dxvk] Add API for specialization constants
  * [dxvk] Remove extra pipeline state
  * [d3d11] Implement depth bounds extension
  * [d3d11] Implement MultiDrawIndirectCount extension
  * [d3d11] Support count buffer in Set|BindDrawBuffers
  * [d3d11] Implement MultiDrawIndirect extension
  * [d3d11] Implement barrier control extension
  * [d3d11] Add stub implementation of D3D11DeviceExt
  * [d3d11] Add stub implementation of D3D11DeviceContextExt
  * [d3d11] Add interfaces to support D3D11 extensions
  * [dxvk] Implement depth bounds test in backend
  * [dxvk] Introduce new pipeline state to enable depth bounds test
  * [dxvk] Implement indirct draw commands with indirect count
  * [dxvk] Enable VK_KHR_draw_indirect_count if available
  * [dxvk] Fix stale vertex attribute divisor
  * [dxvk] Off-load command buffer submission to separate thread
  * [d3d11] Fix MSVC 2017 compilation

Sat May 04 19:57:58 UTC 2019 -

- Update to version 1.1.1~git20190504:
  * [meta] Release 1.1.1
  * [d3d11] Implement D3D11DeviceContext::SwapDeviceContextState
  * [d3d11] Implement D3D11Device::CreateDeviceContextState
  * [d3d11] Add class to implement D3DDeviceContextState

Fri May 03 21:38:30 UTC 2019 -

- Update to version 1.0.1~git20190503:
  * [d3d10] Explicitly define GUID for ID3D10StateBlock
  * [dxvk] Disable depthWriteEnable if depth attachment has read-only layout
  * [dxvk] Add helper function to get info about depth-stencil image layouts
  * [d3d10] Implement state blocks
  * [spirv] Implement proj sample variants
  * [d3d11] Fix counter value offset in DrawAuto
  * [d3d11] Always enable shaderStorageImageWriteWithoutFormat
  * [d3d11] Minor Map/Unmap optimizations
  * [d3d11] Minor CPU savings
  * [dxvk] Bump state cache format to version 4
  * [d3d11] Set up extra state for the HUD renderer
  * [d3d11] Set up unused extra state for the backend correctly
  * [dxvk] Remove old spec constant code
  * [dxvk] Use new specialization constant code for graphics pipelines
  * [dxvk] Use new specialization constant code for compute pipelines
  * [dxvk] Add new structure to generate specialization constant info
  * [dxgi] Change default of s_gamma_bound to true
  * [dxbc] Remove old spec constant code
  * [dxbc] Use new spec constant API for rasterizer sample count
  * [dxbc] Add new emitNewSpecConstant method
  * [d3d11] Add missing interface queries for IDXGIObject and IDXGIDeviceSubObject
  * [util] Enable constant buffer range check for NieR:Automata
  * [dxbc] Disable Constant Buffer Range Check on AMD
  * [dxvk] Re-implement early discard with quad granularity
  * [d3d11] Check if uav's counter slice is defined in CopyStructureCount
  * [dxbc] Fix xfb passthrough for system values
  * [d3d11] Clean up rasterizer state initialization
  * [dxbc] Store sample positions as vec2 array
  * [spirv] Add constvec2f32 helper
  * [dxbc] Remove some old TODOs
  * [dxbc] Correctly report a sample count of 0 for unbound images
  * [dxbc] Correctly report a size of 0 for unbound images
  * [dxbc] Correctly report a size of 0 for unbound buffers
  * [dxbc] Fix typo in sample positions

Sun Apr 28 12:43:30 UTC 2019 -

- Update to version 1.0.1~git20190427:
  * [d3d11] Implement IDXGIResource1 for textures and buffers
  * [d3d11] Add basic implementation of IDXGIResource1
  * [dxgi] Add missing DXGI_CPU_ACCESS_* defines
  * [d3d11] Pass texture as D3D11Resource to DXGI interop objects
  * [d3d11] Implement Map / Unmap for IDXGISurface2
  * [d3d11] Implement IDXGISurface2 for compatible 2D textures
  * [meta] Add default dxvk.conf

Fri Apr 26 17:42:42 UTC 2019 -

- Update to version 1.0.1~git20190426:
  * [dxvk] Add support for per-app configuration
  * [dxvk] Add some 'unlikely' statements
  * [d3d11] Remove predication workaround for RADV
  * [d3d11] Improve CreatePredicate logging
  * [d3d11] Disable Predication support
  * [dxvk] Simplify validateGraphicsState

Wed Apr 24 12:34:31 UTC 2019 -

- Update to version 1.0.1~git20190423:
  * [d3d11] Don't use presentation fence
  * [d3d11] Select sync event based on back buffer count
  * [d3d11] Allocate one additional swap chain image

Sat Apr 20 18:35:43 UTC 2019 -

- Update to version 1.0.1~git20190419:
  * [dxvk] Use stricter barriers around meta operations
  * [dxvk] Support image sub-regions for resolve operations
  * [dxvk] Add adapterCount function to DXVKInstance.
  * [spirv] Implement constvec3f32
  * [spirv] Implement opVectorTimesScalar
  * [spirv] Implement opPow
  * [dxvk] Fix subresources in barriers for 2D views of 3D images
  * [dxbc] Replace computeResourceSlotId by light-weight alternatives

Mon Apr 15 11:46:20 UTC 2019 -

- Update to version 1.0.1~git20190415:
  * [hud] Show compiler activity indicator for at least one second
  * [dxbc] Do not emit GS system values if rasterization is disabled
  * [d3d11] Fix hasing of geometry shaders with stream output

Sun Apr 14 18:17:39 UTC 2019 -

- Update to version 1.0.1~git20190414:
  * [d3d11] Track query state correctly
  * [d3d11] Don't allocate predicate for unsupported predicates
  * [hud] Add new HUD entry to show shader compiler activity
  * [hud] Pass surface size to HUD renderer
  * [dxvk] Add stat counter for shader compiler activity

Sat Apr 13 11:10:15 UTC 2019 -

- Update to version 1.0.1~git20190413:
  * [meta] Update README with 'api' option for the HUD

Fri Apr 12 17:09:59 UTC 2019 -

- Update to version 1.0.1~git20190412:
  * [util] Enable D3D11_MAP_FLAG_DO_NOT_WAIT for Anno 1800
  * [build] Fix MSVC build with version info
  * [dxvk] Increase query pool sizes
  * [dxvk] Implement shader-based resolve
  * [dxvk] Re-implement class to create meta-resolve objects
  * [dxvk] Enable VK_AMD_shader_fragment_mask if available
  * [dxvk] Add new resolve shaders
  * [d3d11] Allocate mapped buffers for staging images on cached memory
  * Revert "[d3d11] Select memory type based on CPU access flags"
  * Revert "[meta] Release 1.1"
  * [dxgi] Fix broken gamma with combined image samplers
  * [meta] Release 1.1

Sat Apr 06 13:01:28 UTC 2019 -

- Update to version 1.0.1~git20190406:
  * [dxvk] Fix circular reference between DxvkDevice and DxvkGpuQueryPool
  * [build] Use `generator` to produce resource files
  * [build] Fix winelib `wrc`
  * [dxvk] Fix build failure for some people
  * [build] Add version info to compiled DLLs
  * [util] Enable constant buffer range check for Dark Souls Remastered ans Grim Dawn
  * [d3d11] Add option to enable constant buffer range checks
  * [dxbc] Implement optional constant buffer range check
  * [dxvk] Fix move constructor of DxvkShaderModule
  * [spirv] Fix initial allocation size for compressed buffer
  * [dxvk] Store compressed shader modules in DxvkShader
  * [dxvk] Store enabled SPIR-V capabilities explicitly
  * [spirv] Implement in-memory compression for shader modules
  * [util] Add helpers to pack/unpack data to/from larger units
  * [dxvk] Zero-Initialize SpecConstantData

Wed Apr 03 19:01:04 UTC 2019 -

- Update to version 1.0.1~git20190403:
  * [dxvk] Simplify DxvkShaderModule
  * [dxvk] Don't cache shader modules for graphics pipelines
  * [dxvk] Don't cache shader modules for compute pipelines
  * [d3d11] Use combined image sampler descriptors for the presenter
  * [hud] Use combined image s1ampler for the font texture
  * [dxvk] Support combined image sampler descriptors in the backend
  * fix typo in
  * Only try once to recreate surfaces on surface loss.
  * [vulkan] Don't loop endlessly on a lost surface.
  * [vulkan] Recreate the surface on surface loss.
  * [dxvk] Properly reset global barrier access flags
  * [dxvk] Fix write access flag for barriers
  * [dxvk] Use global memory barrier instead of resource barriers if possible
  * [dxvk] Pull buffer updates out of render passes whenever possible
  * [dxvk] Allow barriers to be recorded into a specific command buffer
  * [dxvk] Rename DxvkCmdBufferFlag -> DxvkCmdBuffer
  * [dxvk] Add missing feature check for conditional rendering
  * [d3d11] Lazily allocate predicate on SetPredication
  * [dxvk] Set empty scissor rect when the app requests empty viewport
  * [dxvk] Do not invalidate iterator before disabling queries
  * [dxvk] Introduce extra pipeline state
  * [dxvk] Remove unused alphaToOne state

Sun Mar 31 12:45:49 UTC 2019 -

- Update to version 1.0.1~git20190331:
  * [util] Enable deferred surface creation for "Dissidia Final Fantasy NT Free Edition".   Avoid white screen, "D3D11Device: No such vertex shader semantic: COLOR0"...

Sat Mar 30 14:36:54 UTC 2019 -

- Update to version 1.0.1~git20190329:
  * [util] Enable deferred surface creation for Nioh
  * [dxgi] Use a recursive mutex.
  * [d3d11] Implement fast path for binding full constant buffers
  * [d3d11] Correctly handle out-of-bounds constant buffer ranges
  * [d3d11] Work around predicate buffer sync issue on RADV
  * [d3d11] Properly implement SetPredication
  * [d3d11] Allocate predicate buffer for predicates
  * [d3d11] Remove unused revision field from D3D11Query
  * [dxvk] Implement conditional rendering
  * [dxvk] Add command list functions for conditional rendering
  * [dxvk] Enable conditionalRendering feature if present
  * [dxvk] Enable VK_EXT_conditional_rendering if available
  * [vulkan] Load functions for VK_EXT_conditional_rendering
  * [dxvk] Remove needless lambda capture of 'this'.
  * [dxvk] Log vertex attributes and buffers when logging pipeline state.

Wed Mar 27 17:25:22 UTC 2019 -

- Update to version 1.0.1~git20190327:
  * [dxvk] Fix buffer offset in copyDepthStencilImageToPackedBuffer
  * [dxvk] Implement blitImage function
  * [d3d11] Select memory type based on CPU access flags
  * [d3d11] Implement depth-stencil uploads in resource initializer
  * [d3d11] Implement depth-stencil uploads in UpdateSubresource1
  * [d3d11] Implement depth-stencil mapping on deferred contexts
  * [d3d11] Implement depth-stencil mapping on the immediate context
  * [d3d11] Enable shaderStorageImageExtendedFormats device feature
  * [d3d11] Fix image format mapping when creating mapped buffer
  * [d3d11] Add method to look up packed format
  * [dxgi] Add methods to retrieve original format mappings
  * [dxvk] Implement depth-stencil upload via temporary buffer
  * [dxvk] Implement depth-stencil unpacking
  * [dxvk] Create depth-stencil unpacking pipelines
  * [dxvk] Add depth-stencil unpacking shaders

Mon Mar 25 19:27:27 UTC 2019 -

- Update to version 1.0.1~git20190325:
  * [dxvk] Rename dxvk_resolve_{vert|geom} -> dxvk_copy_{vert|geom}
  * [dxvk] Optimize meta copy barriers
  * [dxvk] Optimize meta geometry shaders

Mon Mar 25 13:43:37 UTC 2019 -

- Update to version 1.0.1~git20190324:
  * [d3d11] Don't sample gamma texture if the gamma curve is identity
  * [dxvk] Remove shader-based resolve
  * [dxvk] Use resolve attachment for meta-resolve ops

Sun Mar 17 19:01:44 UTC 2019 -

- Update to version 1.0.1~git20190317:
  * [dxvk] Use vkResetQueryPoolEXT to reset individual queries
  * [dxvk] Enable hostQueryReset device feature if available
  * [dxvk] Enable VK_EXT_host_query_reset if available
  * [meta] Update Vulkan headers to 1.1.104
  * [d3d11] Use new query implementation
  * [dxvk] Support new query implementation
  * [dxvk] Create new query pool and forward it to the context
  * [dxvk] Add new query implementation
  * [d3d11] Use new GPU events for D3D11 Event queries
  * [dxvk] Implement method to signal GPU events
  * [dxvk] Create GPU event pool and forward it to the context
  * [dxvk] Add GPU event class

Thu Mar 14 21:37:00 UTC 2019 -

- Update to version 1.0.1~git20190314:
  * [meta] Release 1.0.1
  * [d3d11] Don't use presentation fence on ANV
  * [dxgi] Remove obsolete global monitor helper functions
  * [dxgi] Use IDXGIVkMonitorInfo in DxgiSwapChain
  * [dxgi] Use IDXGIVkMonitorInfo in DxgiOutput
  * [dxgi] Implement IDXGIVkMonitorInfo for DxgiFactory
  * [dxgi] Add new COM interface for per-monitor data
  * [dxvk] Don't enforce HOST_CACHED flag when allocating memory
  * [util] Disable NvAPI hack for Star Wars Battlefront 2015
  * [d3d11] Check image block alignment in UpdateSubresource1
  * [util] Enable relaxed barriers for Devil May Cry 5

Mon Mar 11 13:31:37 UTC 2019 -

- Update to version 1.0~git20190309:
  * [dxbc] Use SDiv instead of ShiftRightLogical for index calc on Nvidia

Sun Mar 03 15:32:13 UTC 2019 -

- Update to version 1.0~git20190302:
  * [dxvk] Only enable xfb subpass barrier if feature is enabled
  * [d3d11] Reimplment GetEnabledShaderStages using getShaderPipelineStages
  * [dxvk] Use getShaderPipelineStages for dummy resource creation
  * [dxvk] Implement DxvkDevice::getShaderPipelineStages

Thu Feb 28 23:14:57 UTC 2019 -

- Update to version 1.0~git20190227:
  * [d3d11, d3d10] Init returnptrs for CreateDevice funcs.
  * [d3d10] Fix and cleanup S_FALSE handling
  * [dxgi] Correct return values for CreateDXGIFactory[1/2]
  * [d3d10] Fix null pBlendStateDesc being dereferenced on def. desc
  * [d3d10] nullptr checks for resource creation
  * [d3d11] nullptr check descs & fix return values

Wed Feb 27 19:18:11 UTC 2019 -

- Update to version 1.0~git20190226:
  * Fix uninstall command example
  * [dxvk] Release 1.0
  * [meta] Update README
  * [meta] Add option to preserve build directories to
  * [utils] Remove winetricks verb and old setup script
  * [utils] Add new setup script
  * [d3d11] Block on image acquisition fence before presenting
  * [vulkan] Create per-swap image fences for presenter
  * [vulkan] Add helper method to wait for presenter fence
  * [vulkan] Add optional fence paratemer to acquireNextImage
  * [dxbc] Fix invalid SPIR-V for FirstBitHi / FirstBitShi on vectors
  * [dxbc] Decorate integer fragment shader builtins as flat
  * [dxvk] Fix feature query for vertex attribute divisor
  * [dxbc] Only emit depth clamp in fragment shader if necessary
  * [dxvk] Use depthClipEnable during graphics pipeline creation
  * [dxvk] Enable depthClipEnable feature if available
  * [dxvk] Enable VK_EXT_depth_clip_enable if available
  * [meta] Update Vulkan headers to 1.1.101
  * [d3d11] Do not enable shaderStorageImageMultisample device feature
  * [dxbc] Fix SPIR-V caps for SRV and UAV resources
  * [utils] Report Nvidia GPUs for Far Cry 3 and Far Cry 4
  * Update DXVK_FILTER_DEVICE_NAME to support matching substrings
  * [util] Enable relaxed barriers for Resident Evil 7
  * [hud] Add 'api' option to show the client API
  * [dxvk] Pass description of the client API to the DXVK device
  * [d3d11] Move sType/pNext initialization for dev.features to backend
  * [d3d11] Fix device feature enablement in some situations
  * [dxvk] Create state cache directory if it does not yet exist
  * [util] Implement createDirectory function
  * [util] Implement tows method to convert strings to wide strings
  * [dxgi,d3d11] Remove IDXGIVkPresentDevice
  * [d3d11] Move D3D11 presenter creation to WineDXGISwapChainFactory
  * [dxgi,d3d11] Move swap chain creation to D3D11 module
  * [dxgi] Use IWineDXGISwapChainFactory to create DXGI swap chains
  * [d3d11, d3d10, dxgi] Handle null ppvObject in QueryInterface. (#909)
  * [dxvk] Use vkCmdUpdateBuffer to clear tiny buffers
  * [dxvk] Don't create flat 2D views for cube maps
  * [util] Enable relaxed barriers for Resident Evil 2
  * [d3d11] Add option to disable write-after-write barriers
  * [dxvk] Implemet IgnoreWriteAfterWrite for compute shaders
  * [dxvk] Add methods to query source access type for an accessed resource
  * [dxvk] Add type and context method to set barrier control flags
  * [dxbc] OpSDiv by 4 -> OpShiftRightLogical by 2
  * [dxbc] Fix storage class for UBO loads
  * [utils] Enable strict division for Final Fantasy XIV
  * [dxbc] Add option to enable strict sm4-compliat division
  * [dxbc] Reduce length of temporary shader input array to a minimum
  * [d3d11] Minor map optimization on deferred contexts
  * [d3d11] Minor map optimization on immediate contexts
  * [dxvk] Inline DxvkBuffer::allocSlice and DxvkBuffer::freeSlice
  * [dxvk] Only merge clears when framebuffer size matches view size
  * [util] Disable nvapi hack for Far Cry 4 / Primal
  * [dxbc] Only load requested components from constant buffers
  * [dxvk] Restore dedicated allocation behaviour
  * [dxvk] Use VK_EXT_memory_budget to report memory usage
  * [dxvk] Remove dxvk.allowMemoryOvercommit option
  * [dxvk] Wire up memory priority to device memory allocations
  * [dxvk] Store device instead of adapter in memory allocator
  * [dxvk] Enable VK_EXT_memory_priority and features if available
  * [dxvk] Use high memory priority for GPU-writable resources
  * [dxvk] Introduce concept of priorities to device-local memory allocations
  * [meta] Update Vulkan headers to 1.1.98

Sun Jan 27 21:29:08 UTC 2019 -

- Update to version 0.96~git20190126:
  * [meta] Release 0.96
  * [utils] Disable nvapi hack for Mass Effect Andromeda
  * [dxbc] Reduce length of tessellation i/o arrays to minimum
  * [dxbc] Add method to count required registers for signatures
  * [dxbc] Parse patch constant signature

Thu Jan 24 21:15:23 UTC 2019 -

- Update to version 0.95~git20190123:
  * [d3d11] Avoid redundant viewport updates in RSSetState
  * [dxvk] Implement separate code path for clear-only render passes
  * [dxvk] Use explicit barriers after framebuffer clears
  * [dxvk] Properly support TOP_OF_PIPE and BOTTOM_OF_PIPE for barriers
  * [dxvk] Don't flush barriers in renderPassBindFramebuffer
  * [dxvk] Make external subpass dependencies part of DxvkRenderPassOps
  * Revert "[dxvk] Don't put rendering stage/access masks into image info"
  * [dxvk] Add support for general memory barriers

Tue Jan 22 13:23:25 UTC 2019 -

- Update to version 0.95~git20190122:
  * [dxvk] Fix render pass ops in clearImageViewFb
  * [d3d11] In D3D11CreateDevice, create DXGI factory with IDXGIFactory1 support (#878)

Sat Jan 19 17:56:13 UTC 2019 -

- Update to version 0.95~git20190119:
  * [util] Update per-app config overrides
  * [d3d11] Remove d3d11.fakeStreamOutput option
  * [d3d11] Allow arbitrary back buffer formats for swap chains
  * [dxvk] Update buffer view in clearBufferView
  * [dxvk] Fix incorrect buffer view range for views with non-zero offset

Fri Jan 18 13:54:54 UTC 2019 -

- Update to version 0.95~git20190117:
  * [dxvk] Move blend constants and stencil ref state to DxvkDynamicState
  * [dxvk] Move depth bias out of rasterizer state
  * [dxvk] Only update index buffer for indexed draws
  * [dxvk] Bump state cache version to v3
  * [dxvk] DepthClampEnable -> DepthClipEnable
  * [d3d11] Do not enable depth bias if the parameters are zero
  * [dxvk] Use minimal set of dynamic state
  * [dxvk] Add methods to check which dynamic states a pipeline uses
  * [dxvk] Don't re-emit dynamic state every time we bind a pipeline

Tue Jan 15 14:11:15 UTC 2019 -

- Update to version 0.95~git20190115:
  * [d3d11] Fix bad check in DrawInstancedIndirect (#863)
  * [d3d11] Remove unused syncMode option
  * [d3d11] Reintroduce support for dxgi.maxFrameLatency

Mon Jan 14 12:55:33 UTC 2019 -

- Update to version 0.95~git20190113:
  * [meta] It's 2019!
  * [util] Change getEnvVar to use getenv (#859)

Sun Jan 13 12:09:21 UTC 2019 -

- Update to version 0.95~git20190112:
  * [meta] Release v0.95
  * [d3d11] Only apply viewport and scissor rect if they have changed

Sat Jan 12 19:27:21 UTC 2019 -

- Update to version 0.94~git20190112:
  * [d3d11] Fix log spam in SetEvictionPriority stubs
  * [dxbc] Support parsing the ISG1 and OSG1 signature chunks
  * [util] Get rid of explicit wchar_t parameter
  * [d3d11] Add some documentation to d3d11_cmd.h

Thu Jan 10 19:06:07 UTC 2019 -

- Update to version 0.94~git20190110:
  * [d3d11] Fix build errors on MSVC
  * [d3d11] Use multiDrawIndirect for subsequent indirect draw calls
  * [d3d11] Enable multiDrawIndirect device feature if available
  * [dxvk] Introduce command type with extra data
  * [util] Disable NVAPI hack for NFS2015 and CoD:WW2
  * [dxgi] Add dxgi.nvapiHack option to disable NVAPI workaround
  * [dxvk] Remove DxvkPhysicalBuffer and friends
  * [dxvk] Reimplement DxvkBuffer
  * [dxvk] Reimplement DxvkBufferView
  * [dxvk] Use DxvkBufferSliceHandle for dummy resources
  * [dxvk] Use DxvkBufferSliceHandle for staging buffers
  * [dxvk] Use DxvkBufferSliceHandle for transform feedback
  * [dxvk] Use DxvkBufferSliceHandle for buffer memory barriers
  * [dxvk] Introduce DxvkBufferSliceHandle
  * [d3d11] Fix CheckMultisampleQualityLevels behaviour
  * [util] Enable raw SSBOs for FIFA 19
  * [dxbc] Add options to enable/disble early discard and raw ssbo use
  * [util] Add tristate config option type

Tue Jan 08 20:12:56 UTC 2019 -

- Update to version 0.94~git20190108:
  * [d3d11] Improve error logging when texture creation fails
  * [dxbc] Fix incorrect error message
  * [meta] Update README
  * [hud] Add DXVK_HUD=full option

Fri Jan 04 19:31:08 UTC 2019 -

- Update to version 0.94~git20190104:
  * [build] Use meson_version (#845)
  * Only set 2D_ARRAY_COMPATIBLE on 3D textures that will be rendered to.
  * [d3d10] Check if d3d11 pointers are null

Sun Dec 30 22:54:13 UTC 2018 -

- Update to version 0.94~git20181230:
  * [d3d11] Lock in SynchronizeCsThread
  * [d3d10] Use context lock instead of separate device lock

Fri Dec 21 18:53:34 UTC 2018 -

- Update to version 0.94~git20181221:
  * [dxgi] Refactor swap chain creation
  * [dxgi] Implement and use GetWindowClientSize fuction
  * [d3d11] Implement IWineDXGISwapChainFactory

Thu Dec 20 12:08:11 UTC 2018 -

- Update to version 0.94~git20181220:
  * [vr] Cosmetic code cleanup, again
  * [vr] Query required device extensions during instance creation
  * [d3d11] Remove some unnecessary type casts in interop code

Sat Dec 15 13:52:19 UTC 2018 -

- Update to version 0.94~git20181215:
  * [meta] Release 0.94
  * [dxbc] Rename struct_c0 -> c0_t etc.
  * [tests] Enable raw SSBO option
  * [dxbc] Use raw SSBOs for raw and structured buffers if appropriate
  * [dxbc] Add useRawSsbo option
  * [dxvk] Bind buffer slice when binding buffer view
  * [dxvk] Relax compute shader barriers for read-only storage buffers
  * [dxvk] Store access flags in resource slots
  * [d3d11] Mark raw and structured buffers as potential storage buffers
  * [spirv] Add OpArrayLength instruction
  * [d3d11] Re-introduce support for dxgi.numBackBuffers option

Thu Dec 13 17:16:40 UTC 2018 -

- Update to version 0.93~git20181212:
  * [dxgi] Catch exception when instance creation fails
  * [dxbc] Check for RADV/Nvidia drivers explicitly using the new function
  * [dxvk] Add function to check for a specific driver / driver version
  * [dxvk] Enable VK_KHR_driver_properties

Tue Dec 11 17:55:30 UTC 2018 -

- Update to version 0.93~git20181211:
  * [dxgi] Clean up DxgiAdapter
  * [dxgi] Use new mode switch API for DxgiOutput
  * [dxgi] Use new mode switch API for DxgiSwapChain
  * [dxgi] Add new functions to change the display mode of a monitor
  * [dxgi] Remove SetOutputData and GetOutputData methods
  * [dxgi] Port DxgiOutput and DxgiSwapChain to new monitor data API
  * [dxgi] Add functions to share per-monitor data between DXGI objects

Tue Dec 11 13:31:39 UTC 2018 -

- Update to version 0.93~git20181210:
  * [dxgi] Move GetOutputFromMonitor to swap chain class
  * [dxgi] DxgiSwapchain: Remove SetGammaControl methods
  * [dxgi] DxgiSwapchain: Take factory as IDXGIFactory

Fri Dec 07 12:56:27 UTC 2018 -

- Update to version 0.93~git20181207:
  * [dxvk] Clear color write mask if fragment shader output is undefined
  * [d3d10] Initialize DSV pointer in OMGetRenderTargets

Thu Dec 06 18:37:07 UTC 2018 -

- Update to version 0.93~git20181206:
  * [dxgi] Ignore scaling and scanline order during fullscreen transitions

Thu Dec 06 09:22:11 UTC 2018 -

- Update to version 0.93~git20181204:
  * [dxvk] Don't re-initialize 3D images when clearing render targets
  * [dxgi] Report Adapter LUID if available
  * [d3d11] Find Vulkan device if DXGI adapter was not created by DXVK
  * [dxvk] Add new methods to find adapters by LUID or device ID
  * [dxvk] Query device ID information if available
  * [dxgi] Remove old DXGIDevice implementation and IDXGIVkDevice
  * [d3d11] Move IDXGIDevice implementation to D3D11 module

Tue Dec 04 17:52:54 UTC 2018 -

- Update to version 0.93~git20181204:
  * Revert "[vr] Cosmetic code cleanup"

Mon Dec 03 14:29:03 UTC 2018 -

- Update to version 0.93~git20181202:
  * Revert "[util] Report Nvidia GPU for Battlefield 1"
  * [d3d10] D3D10CreateDeviceAndSwapChain: Ignore swap chain if null
  * [d3d11] D3D11CreateDeviceAndSwapChain: Ignore swap chain if null

Fri Nov 30 13:25:26 UTC 2018 -

- Update to version 0.93~git20181130:
  * [d3d11] Implement ID3D11Multithread for D3D11 contexts
  * [d3d10] Implement D3D10Multithread
  * [util] Add likely/unlikely macros

Wed Nov 28 21:53:21 UTC 2018 -

- Update to version 0.93~git20181128:
  * [dxgi] Remove format lookup methods from IDXGIVkAdapter interface
  * [d3d11] Duplicate format table into D3D11 device
  * [dxgi] Remove IDXGIVkBackBuffer
  * [dxvk] Remove DxvkSemaphore
  * [dxvk] Remove DxvkSurface
  * [dxvk] Remove DxvkSwapChain
  * [d3d11] Use new Vulkan presenter
  * [dxvk] Support new Vulkan presenter in DxvkDevice
  * [dxvk] Pass raw semaphore handles to submitCommandList
  * [d3d11] Use flushCommandList method to flush initializer context
  * [vulkan] Implement new Vulkan presenter / swap chain
  * [dxbc] Use ballot to determine early-discard condition in fragment shaders
  * [spirv] Add subgroup ballot instructions
  * [dxvk] Refactor descriptor set allocation
  * [dxvk] Rebalance descriptor set allocation
  * [d3d11] Fix potential UAV binding issue

Mon Nov 26 13:47:28 UTC 2018 -

- Update to version 0.93~git20181126:
  * [util] Report Nvidia GPU for Battlefield 1

Sun Nov 25 22:02:42 UTC 2018 -

- Update to version 0.93~git20181124:
  * [dxvk] Disable state cache for Anno 2205

Sat Nov 24 15:26:35 UTC 2018 -

- Update to version 0.93~git20181124:
  * [meta] Release 0.93
  * [dxbc] Disable early discard on AMD cards
  * [dxvk] Don't put rendering stage/access masks into image info

Fri Nov 23 21:39:47 UTC 2018 -

- Update to version 0.92~git20181123:
  * [util] Enable TGSM initialization for Quantum Break
  * [d3d11] Add config option to enable TGSM initialization
  * [dxbc] Implement function to clear thread-group shared memory
  * [dxbc] Store workgroup size for compute shaders
  * [dxbc] Disable subgroup early discard on Nvidia GPUs
  * [dxbc] Clamp written depth value to (0.0, 1.0)
  * [dxbc] Use clustered subgroup operations on supported hardware
  * [dxbc] Fix compiler warning about uninitialized values
  * [tests] Enable subgroup ops for DXBC compiler app
  * [dxbc] Use subgroup operations for early discard
  * [dxbc] Remove DeferKill flag
  * [dxvk] Query device subgroup properties
  * [dxvk] Request Vulkan 1.1 instance
  * [spirv] Add non-uniform group instructions
  * [meta] Update SPIR-V headers

Tue Nov 20 20:42:51 UTC 2018 -

- Update to version 0.92~git20181120:
  * [dxvk] Fix typo around dual-src blending
  * [dxvk] Make use of VK_AMD_memory_overallocation_behavior
  * [dxvk] Store DXVK options directly with the instance object
  * [meta] Update Vulkan headers

Tue Nov 20 13:54:56 UTC 2018 -

- Update to version 0.92~git20181120:
  * [util] Remove default options that spoof AMD GPUs
  * [dxgi] Hack: Report Nvidia cards as AMD cards by default
  * [d3d11] Rename dcMapSpeedHack to dcSingleUseMode
  * [d3d11] Use single-use submission mode for CS chunks where possible
  * [dxvk] Introduce single-use mode for CS chunks
  * [dxvk] Patch fragment shader for dual-source blending
  * [dxbc] Emit Index decoration for pixel shader outputs
  * [spirv] Add support for Index decoration

Mon Nov 19 13:30:16 UTC 2018 -

- Update to version 0.92~git20181119:
  * [dxvk] Unbind graphics pipeline when spilling render pass

Sat Nov 17 22:19:23 UTC 2018 -

- Update to version 0.92~git20181117:
  * [dxvk] Move DxvkEventTracker to dxvk_event.{h,cpp}
  * [dxgi] MultiByteToWideChar counts length in characters
  * [dxgi] Query window size before creating presenter
  * Use std::string for util::getEnvVar input
  * [meta] Update README
  * [dxgi] Implement IDXGISwapChain3
  * [dxgi] Implement IDXGIAdapter3
  * [dxgi] Implement IDXGIFactory4
  * [dxgi] Implement IDXGIDevice3
  * [dxgi] Implement IDXGISwapChain2 stubs
  * [dxgi] Implement IDXGIOutput3
  * [dxgi] Implement IDXGIFactory3
  * [dxgi] Implement IDXGIOutput1
  * [dxgi] Include DXGI 1.4 headers
  * [dxvk] Forward memory allocation statistics to the adapter
  * [dxvk] Set low thread priority for pipeline compiler threads
  * [util] Add method to set thread priority
  * [dxvk] Add option to set number of pipeline compiler threads

Tue Nov 13 21:32:40 UTC 2018 -

- Update to version 0.92~git20181113:
  * [dxvk] Use ticket lock to synchronize access to query objects
  * [util] Add ticket lock implementation

Mon Nov 12 20:49:43 UTC 2018 -

- Update to version 0.92~git20181112:
  * [dxgi] Refactor presenter creation

Mon Nov 12 13:57:53 UTC 2018 -

- Update to version 0.92~git20181111:
  * [meta] Release v0.92
  * [dxvk] Do not require GL_EXT_samplerless_texture_functions

Sun Nov 11 12:33:09 UTC 2018 -

- Update to version 0.91~git20181110:
  * [dxbc] Implement Dmovc instruction
  * [d3d11] Support R11G11B10 format in ClearUnorderedAccessViewUint

Sat Nov 10 16:44:04 UTC 2018 -

- Update to version 0.91~git20181110:
  * [d3d11] Don't enable StorageImageReadWithoutFormat feature for FL11_0
  * [dxvk] Inline DxvkBufferView::updateView method
  * [dxbc] Refactor DxbcOptions
  * [d3d11] Do not re-upload mapped image if it was mapped for reading
  * [d3d11] Allow mapping depth-stencil images for reading
  * [d3d11] Add usage flag for meta-pack operations if necessary
  * [d3d11] Add helper to find exact mapping for depth-stencil formats
  * [dxvk] Implement DxvkContext::copyDepthStencilImageToPackedBuffer
  * [dxvk] Add convenience method to retrieve image descriptor
  * [dxvk] Create instance of depth-stencil packing objects
  * [dxvk] Add pipelines needed for depth-stencil packing
  * [dxvk] Add compute shaders for depth-stencil packing
  * [dxvk] Add packed size to depth-stencil formats
  * [tests] Add depth-stencil readback test
  * [dxvk] Report app name to the Vulkan implementation
  * [d3d11] Clear compressed images if they do not get initialized
  * [dxvk] Add clearCompressedColorImage method
  * [vulkan] Add makeSubresourceLayers helper

Tue Nov 06 19:35:40 UTC 2018 -

- Update to version 0.91~git20181106:
  * [util] Spoof Nvidia card for Elite Dangerous
  * [dxbc] Don't enable sample shading for interpolation functions
  * [dxbc] Enable sample shading when using interpolation functions

Mon Nov 05 13:36:53 UTC 2018 -

- Update to version 0.91~git20181105:
  * [build] Don't use empty dependencies

Sun Nov 04 20:17:48 UTC 2018 -

- Update to version 0.91~git20181104:
  * [meta] Release 0.91
  * Fixed for a05c93dd178de722c4e1d257a138fc94c4b877d6 (#748)
  * cross build cleanup (#746)
  * [dxvk] Pull 'if's into commit{Graphics,Compute}State methods

Sat Nov 03 01:40:30 UTC 2018 -

- Update to version 0.90~git20181102:
  * [dxvk] Use new vulkan helpers to create VkImageSubresourceRange structs
  * [dxvk] Move vulkan helpers to vulkan module
  * [d3d11] Remove redundant D3D11Buffer::GetSize method
  * [general] Remove unnecessary include directories from build files
  * [general] Fix some old includes

Fri Nov 02 13:32:42 UTC 2018 -

- Update to version 0.90~git20181102:
  * [dxvk] Move Vulkan loader to separate directory
  * [dxvk] Track device / instance ownership

Thu Nov 01 23:11:00 UTC 2018 -

- Update to version 0.90~git20181101:
  * [dxvk] Insert barrier before CS image view clear only if needed
  * [dxvk] Open state cache file only when necessary
  * [dxvk] Add DXVK context method to transparently flush the command list
  * [dxvk] Move sampler border color handling to the backend

Tue Oct 30 14:02:37 UTC 2018 -

- Update to version 0.90~git20181030:
  * [dxvk] Spill render pass for pipelines that use vertex stage UAVs
  * [dxvk] Use self-dependency to synchronize SSBO writes
  * [d3d11] Remove state tracking for UAV rendering
  * [dxvk] Spill render pass after draws with storage resources
  * [dxvk] Determine whether a graphics pipeline writes to resources
  * [dxvk] Remove unneeded atomic that holds base pipeline handles

Thu Oct 25 23:13:33 UTC 2018 -

- Update to version 0.90~git20181025:
  * [dxbc] Fix incorrect data type for explicit interpolation instructions
  * Revert "[d3d11] Remove some flush points"
  * [util] Spoof Nvidia GPU for The Vanishing of Ethan Carter Redux
  * [dxvk] Remove obsolete DxvkShaderKey constructor
  * [d3d11] Respect xfb metadata when computing shader hash
  * [util] Provide method to compute SHA-1 hash from multiple data chunks
  * [dxgi] Query device interface from the presenter
  * [d3d11] D3D11Presenter -> D3D11PresentDevice
  * [dxgi] Don't build shaders for presentation
  * [dxgi] Remove unused presenter options
  * [dxgi] Remove old DXGI presenter
  * [dxgi] Use new presenter for D3D11
  * [d3d11] Add COM interface for API-agnostic presenter
  * [d3d11] Move some DXGI presenter options to D3D11
  * [d3d11] Add new D3D11 swap chain code

Mon Oct 22 18:10:45 UTC 2018 -

- Update to version 0.90~git20181022:
  * [dxvk] Update blend constants only when they have actually changed
  * setup_dxvk: don't install by default
  * Spoof AMD GPU for Assetto Corsa Competizione
  * [util] Spoof AMD GPU for SAO FB

Wed Oct 17 19:53:56 UTC 2018 -

- Update to version 0.90~git20181017:
  * [d3d11] Implicitly flush when queueing an event query
  * [d3d11] Do not use QueryInterface to get query pointers
  * [d3d11] Remove some flush points
  * [d3d11] Don't mark context methods as 'final'
  * exit on errors
  * [d3d11] Save a few CPU cycles in Map/MapBuffer

Mon Oct 15 20:20:40 UTC 2018 -

- Update to version 0.90~git20181015:
  * [d3d11] Show SetPredication message only when the predicate is not NULL
  * [dxgi] Fix scaling when swap image extent mismatches window size
  * [dxvk] Optimize image descriptor updates

Mon Oct 15 13:07:37 UTC 2018 -

- Update to version 0.90~git20181015:
  * [meta] Fix nonsense in README

Sun Oct 14 10:54:02 UTC 2018 -

- Update to version 0.90~git20181013:
  * [meta] Release v0.90

Sat Oct 13 13:00:41 UTC 2018 -

- Update to version 0.81~git20181013:
  * [d3d10] Support pOffsets parameter in SOGetTargets
  * [d3d11] Implement DrawAuto method
  * [d3d11] Implement Stream Output queries
  * [d3d11] Bind transform feedback buffers in SOSetTargets
  * [d3d11] Allocate counter for stream output buffers
  * [d3d11] Report format support for stream output buffers
  * [d3d11] Create passthrough geometry shader if necessary
  * [d3d11] Implement CreateGeometryShaderWithStreamOutput
  * [d3d11] Set transform feedback usage, stage and access flags
  * [dxvk] Implement transform feedback draw call
  * [dxvk] Add support for transform feedback queries
  * [dxvk] Add structure for transform feedback stream queries
  * [dxvk] Add basic support for indexed queries
  * [dxvk] Add xfb counter write -> xfb counter read barrier
  * [dxvk] Implement transform feedback
  * [dxvk] Detect Xfb and set rasterized stream index
  * [dxvk] Add Xfb API stubs
  * [dxvk] Add Xfb context state
  * [dxvk] Enable transform feedback device feature if available
  * [dxvk] Query transform feedback device properties if available
  * [dxvk] Enable VK_EXT_transform_feedback
  * [dxvk] Add definitions for transform feedback entry points
  * [dxvk] Add support for transform feedback access flags
  * [dxvk] Update Vulkan headers
  * [dxbc] Implement passthrough geometry shader
  * [dxbc] Implement Xfb output declarations and setup
  * [dxbc] Add Xfb decorations
  * [dxbc] Add support for multiple streams in geometry shaders
  * [dxbc] Add Xfb structures to DxbcModuleInfo
  * [dxvk] Implement getShader method for graphics pipelines

Fri Oct 12 17:46:10 UTC 2018 -

- Update to version 0.81~git20181012:
  * Revert "[d3d10] Implement ID3D10Multithread"
  * [util] Re-enable D3D10 for Bioshock
  * [d3d10] Implement ID3D10Multithread
  * [d3d10] Respect D3D10_CREATE_DEVICE_SINGLETHREADED flag
  * [d3d10] Lock device on context operations
  * [util] Spoof AMD GPU for Dauntless and Redout. It silences some nvapi related warnings and improves performance on both titles by up to 10%. Also fixes a random crash on Redout.
  * [util] Spoof AMD card for Star Citizen
  * [meta] Don't hardcode the default libdir

Wed Oct 10 12:41:33 UTC 2018 -

- Update to version 0.81~git20181009:
  * [dxgi] *Actually* silence WaitForVBlank warning
  * [d3d11] Add option to disable deferred context mapping speed hack
  * [dxgi] Silence WaitForVblank warning
  * [dxbc] rename DxbcProgramVersion to DxbcProgramInfo
  * [dxbc] Drop unused major/minor from DxbcProgramVersion
  * [dxvk] Refactor indirect draw/dispatch commands

Sun Oct 07 19:45:01 UTC 2018 -

- Update to version 0.81~git20181007:
  * [dxvk] Fix missing buffer tracking for indirect draw calls
  * [dxvk] Fix missing indirect dispatch barriers and tracking
  * [dxvk] Reduce CPU overhead of indirect draw calls

Sat Oct 06 23:19:37 UTC 2018 -

- Update to version 0.81~git20181006:
  * [dxgi] Fix undefined display mode format for display mode transitions
  * [meta] Release v0.81

Fri Oct 05 11:38:38 UTC 2018 -

- Update to version 0.80~git20181004:
  * [vr] Cosmetic code cleanup
  * [vr] Load native openvr library on winelib builds

Tue Oct 02 13:03:26 UTC 2018 -

- Update to version 0.80~git20181001:
  * [d3d11] Implement DiscardView and DiscardResource for images
  * [dxvk] Add discardImage method
  * [build] Indicate the working tree status in the version string. (#679)
  * [dxvk] Minor internal buffer API cleanup
  * [dxvk] Don't reset unused bind points
  * [dxvk] Make DxvkBuffer destructor explicit

Sat Sep 29 18:11:53 UTC 2018 -

- Update to version 0.80~git20180929:
  * [d3d11] Don't set meta-resolve usage flags for depth buffers
  * [dxgi] Add option to force-enable MAILBOX present mode
  * [build] Build 32-bit binaries with SSE2 instruction set
  * [d3d11] Skip CopyResource when src and dst resource are the same
  * [d3d11] Skip ResolveSubresource when dst and src resource are the same
  * [dxvk] Fix stencil state assignment
  * [d3d11] Optimize UAV binding
  * [dxvk] Refactor resolve ops
  * [d3d11] Enable usage flags for meta copy formats
  * [dxvk] Use new meta copy for depth <> color image copies
  * [dxvk] Add meta copy code
  * [dxvk] Add meta copy shaders
  * [dxgi] Implement slightly better QueryResourceResidency stub

Wed Sep 26 18:15:22 UTC 2018 -

- Update to version 0.80~git20180925:
  * [dxvk] Flush queued barriers when binding any frame buffer
  * [dxvk] Simplify pipeline object locking

Tue Sep 25 12:54:45 UTC 2018 -

- Update to version 0.80~git20180925:
  * [dxvk] Don't do image-to-buffer copies for multisampled images
  * [d3d11] Fix incomplete usage mask for buffer UAVs
  * [dxvk] Renove redundant vkDestroyPipeline

Mon Sep 24 18:11:06 UTC 2018 -

- Update to version 0.80~git20180924:
  * [dxvk] Check whether the vertex binding / attribute count is valid
  * [d3d10] Disable D3D10 support for Bioshock
  * [d3d10] Add option to enable or disable D3D10 support

Sun Sep 23 20:50:09 UTC 2018 -

- Update to version 0.80~git20180923:
  * [dxvk] Avoid buffer slice copy when binding index/vertex buffers
  * [meta] Release v0.80
  * [meta] Update README
  * [dxvk] Enable state cache for compute pipelines
  * [dxvk] Add compute shader support to pipeline state cache
  * [d3d11] Use state cache
  * [dxvk] Enable state cache
  * [dxvk] Add pipeline state cache
  * [dxvk] Lock pipeline object while compiling one pipeline
  * [dxvk] Add method to retrieve shader key from shader module
  * [util] Add convenience method for SHA1 hash compulation
  * [dxvk] Refactor pipeline stat counters
  * [dxvk] Refactor pipeline object constructors
  * [dxvk] Remove redundant declaration

Thu Sep 20 18:26:19 UTC 2018 -

- Update to version 0.72~git20180920:
  * Revert "[dxvk] Move command submission to separate thread"
  * [dxvk] Optimize retrieval of dynamic buffer offsets
  * [dxvk] Move command submission to separate thread

Thu Sep 20 12:28:53 UTC 2018 -

- Update to version 0.72~git20180920:
  * [dxvk] Eliminate buffer slice copy when updating buffer descriptors
  * [meta] Remove redundant linker entries for the utils library

Wed Sep 19 18:08:26 UTC 2018 -

- Update to version 0.72~git20180919:
  * [meta] Clarify device filter usage and fix typo
  * [d3d11] Make D3D11 context methods more robust to null pointers
  * [d3d11] Handle pResource == nullptr case during view creation

Tue Sep 18 23:24:46 UTC 2018 -

- Update to version 0.72~git20180918:
  * [d3d11] Don't allow creation of 0x0-sized textures
  * [d3d11] Expose Feature Level 11_1
  * [d3d11] Implement and advertize support for CopyWithOverlap feature
  * [dxvk] Add copyBufferRegion and copyImageRegion methods
  * [d3d11] Advertize support for the ForcedSampleCount rasterizer state
  * [dxvk] Implement backend support for D3D11 forced sample count
  * [d3d11] Replace shader debug name with shader key
  * [d3d11] Replace D3D11ShaderKey with DxvkShaderKey
  * [dxvk] Add new DxvkShaderKey to represent unique shader key
  * [dxvk] Avoid more unnecessary copies of ref-counted pointers
  * [dxvk] Avoid buffer slice copy when tracking buffer views
  * Revert "[d3d11] Avoid unnecessary buffer slice copy when mapping buffer"
  * [d3d11] Avoid unnecessary buffer slice copy when mapping buffer
  * [dxvk] Optimize ref counting around resource tracking
  * [dxvk] Rename DxvkBindingState -> DxvkBindingMask
  * [dxvk] Do not map allocations that don't need a HOST_VISIBLE memory type
  * [d3d11] Fix reported RowPitch/DepthPitch for mapped buffers
  * [dxvk] Do not store a strong reference from adapter to instance
  * [dxgi] IsCurrent is not actually a stub
  * [dxvk] Simplify graphics pipeline instance management
  * [dxvk] Fix some legacy cruft around Vulkan instance creation

Fri Sep 14 19:28:42 UTC 2018 -

- Update to version 0.72~git20180914:
  * [meta] Release 0.72
  * [dxvk] Remove all remaining pipecompiler code
  * [dxvk] Remove asynchronous pipeline compiler
  * [util] Improve logging of configuration options
  * [meta] Actually remove all wine output from setup script

Fri Sep 14 12:53:18 UTC 2018 -

- Update to version 0.71~git20180914:
  * [meta] Remove colors from setup script
  * [d3d11] Test streamout queries + additional output components
  * [tests] Small tweaks

Thu Sep 13 23:38:20 UTC 2018 -

- Update to version 0.71~git20180913:
  * [dxvk] Remove option for asynchronous shader compilation
  * [dxbc] Fix missing hull shader input declarations
  * [tests] Add tessellation shaders to triangle demo
  * [dxbc] Use temporary array for per-patch hull shader outputs
  * [dxvk] Only mark render targets as used on draw calls

Wed Sep 12 18:15:40 UTC 2018 -

- Update to version 0.71~git20180912:
  * [dxvk] Remove redundant parameter from DxvkCommandList constructor

Wed Sep 12 13:08:53 UTC 2018 -

- Update to version 0.71~git20180912:
  * [util] Spoof Nvidia card for Assassin's Creed Syndicate
  * [dxvk] Fix query type enablement in query manager
  * [d3d11] Fix Begin/End for all queries other than Event and Timestamp
  * [dxvk] Rename useAsyncPipeCompiler -> asyncPipeCompiler
  * [dxvk] Introduce new 'Created' state for queries
  * [dxvk] Enable device features for VK_EXT_vertex_attribute_divisor
  * [dxvk] Query new Vertex Attribute Divisor features
  * [dxvk] Collect info about the supported revisions of an extension
  * [meta] Update Vulkan headers to 1.1.84
  * [dxvk] Implement render target state tracking for async compilation
  * [dxvk] Add methods to track render target view usage
  * [dxvk] Add method to retrieve current frame number
  * [dxvk] Use all but two available threads for async pipeline compilation
  * [util] Implement dxvk::thread::hardware_concurrency
  * [dxvk] Repurpose asynchronous pipeline compiler
  * [d3d11] Add option to enforce anisotropic filtering
  * [dxbc] Remove emitCsSystemValueLoad
  * [d3d11] Added option to limit tessellation factors
  * [dxgi] Add option to override the sync interval
  * [dxgi] Add option to change the back buffer count
  * [dxgi] Use DXGI back buffer count for the Vulkan swap chain
  * [dxvk] Fix initial query state

Sun Sep 09 10:11:57 UTC 2018 -

- Update to version 0.71~git20180908:
  * [util] Spoof AMD card for Batman: Arkham Knight (#627)

Sat Sep 08 11:38:34 UTC 2018 -

- Update to version 0.71~git20180908:
  * Spoof AMD card for GTA V
  * [util] Spoof AMD card for Dragon Quest XI
  * [dxbc] Make emitRawBufferLoad more readable

Tue Sep 04 13:18:29 UTC 2018 -

- Update to version 0.71~git20180904:
  * [d3d11] Fix layer count for 3D RTVs with non-zero base mip level
  * [dxvk] Fix layer count for 2D views into 3D images

Mon Sep 03 18:53:47 UTC 2018 -

- Update to version 0.71~git20180903:
  * [dxbc] Apply Modulo 31 to bit counts and offsets (shr/shl/bfe/bfi)

Sun Sep 02 18:39:12 UTC 2018 -

- Update to version 0.71~git20180902:
  * [meta] Release v0.71
  * [d3d11] Synchronize CS thread after flush when waiting for resource
  * [dxvk] Remap spec constant ranges
  * [dxvk] Don't change spec constant IDs that are no valid resource slots
  * [d3d11] Pass format swizzle to render target views
  * [dxbc] Implement pixel shader output component mapping
  * [spirv] Support OpVectorExtractDynamic instruction
  * [dxvk] Add spec constants for pixel shader output mapping
  * [dxvk] Add output component mask state to graphics pipelines
  * [dxvk] Fix up component swizzle for render target views

Sat Sep 01 10:49:09 UTC 2018 -

- Update to version 0.70~git20180831:
  * Revert "[util] Limit device memory size to 4095 MB for Life is Feudal MMO"
  * [dxvk] Enable pipeline statistics queries around compute shaders
  * [dxvk] Refactor query management
  * [util] Handle WCHAR strings in str::format.
  * [build] Use d3dcompiler as lib name when linking to d3dcompiler_47 in winelib build.
  * [d3d11] Remove old UAV counter buffer implementation
  * [d3d11] Use D3D11CounterBuffer for UAV counters
  * [d3d11] Add more general counter buffer allocator

Tue Aug 28 13:21:09 UTC 2018 -

- Update to version 0.70~git20180828:
  *  [build] Don't run wine during winelib build process
  * [build] Don't run wine during winelib build process
  * [d3d10] Fix d3d11 dependecy for winelib build
  * [dxvk] Add CS chunk pool
  * [dxvk] Simplify discardBuffer access flags
  * [dxbc] End functions correctly even if last instruction is not 'ret'
  * [meta] Update README
  * [dxvk] Add device filter

Mon Aug 27 13:03:59 UTC 2018 -

- Update to version 0.70~git20180826:
  * [dxgi] Don't use FIFO present mode if IMMEDIATE is not available
  * [dxvk] Fix clear compute shaders for 2D array views

Sun Aug 26 16:54:04 UTC 2018 -

- Update to version 0.70~git20180826:
  * [dxgi] Fix format parameter in CheckImageFormatSupport
  * [dxgi] Log display mode changes
  * [d3d10] Fix resource type for buffers.

Sat Aug 25 16:52:34 UTC 2018 -

- Update to version 0.70~git20180825:
  * [util] Limit device memory size to 4095 MB for Life is Feudal MMO
  * [dxgi] Add option to limit reported device memory size

Thu Aug 23 20:35:37 UTC 2018 -

- Update to version 0.70~git20180822:
  * [d3d10] Implement Get/SetTextFilterSize using the behaviour D3D10 exhibits (#587)

Sat Aug 18 13:05:49 UTC 2018 -

- Update to version 0.70~git20180818:
  * [meta] Copy verb even when using --no-package

Fri Aug 17 20:29:58 UTC 2018 -

- Update to version 0.70~git20180817:
  * [build] Provide build-wine32.txt file.
  * [build] Use native Vulkan ABI for winelib builds (#520)
  * [util] Add log message when loading a configuration file
  * [meta] Allow setup script to run from other working directories
  * [meta] Release 0.70
  * [dxgi] Remove dxgi.fakeDx10Support option
  * [meta] Update README
  * [meta] Add custom winetricks verb to set up DXVK
  * [meta] wine_utils -> utils
  * Revert "[dxbc] Work around OpControlBarrier issue on radv 18.2-git"

Thu Aug 16 13:20:12 UTC 2018 -

- Update to version 0.65~git20180816:
  * [build] Mute dllexport GCC warnings for winelib
  * [d3d11] Fix silly GenerateMips bug
  * [d3d11] Fix interface query for ID3D11Predicate
  * [d3d11] fixed compilation with MinGW-headers 6.0.0 or greater
  * [tests] fix dxbc-disasm with MSVC
  * [build] partially revert previous d3dcompiler related change
  * [meta] Revert accidental d3dcompiler version change
  * [d3d11] Enable ExtendedDoublesShaderInstructions
  * [dxbc] Implement DtoI, DtoU, ItoD and UtoD
  * [dxbc] Implement DDiv, DFma and DRcp
  * [dxbc] Add definitions for extended double instructions
  * [d3d11] Implement ID3D11DeviceContext1::ClearView
  * [dxvk] Support render target views in ClearImageView
  * [dxvk] Accept VkClearValue in DxvkContext::clearImageView
  * [d3d11] Silence warning about GenerateMips being called on buffers
  * [build] reduce the number of d3dcompiler versions
  * [d3d10] Add some range checks to resource binding functions
  * [d3d10] added missing __stdcall
  * [d3d10] Fix crash in CreateDepthStencilView when pDesc is null

Mon Aug 13 19:01:54 UTC 2018 -

- Update to version 0.65~git20180813:
  * [meta] Fix formatting errors
  * [meta] Update README
  * [meta] Add D3D10 support to setup script and package-release script
  * [d3d10] Implement D3D10ShaderReflection
  * [d3d10] Implement more d3d10.dll functions using D3DCompiler
  * [d3d10] Implement CheckFormatSupport
  * [d3d10] Implement (VS|GS|PS)(Set|Get)Shader
  * [d3d10] Implement D3D10Shader
  * [d3d10] Implement (Set|Get)Predication
  * [d3d10] Implement D3D10Query
  * [d3d10] Implement ClearRenderTargetView and ClearDepthStencilView
  * [d3d10] Implement OM(Set|Get)RenderTargets
  * [d3d10] Implement D3D10CreateDepthStencilView
  * [d3d10] Implement D3D10RenderTargetView
  * [d3d10] Implement GenerateMips
  * [d3d10] Implement (VS|GS|PS)(Set|Get)ShaderResources
  * [d3d10] Implement D3D10ShaderResourceView
  * [d3d10] Add GetD3D10ResourceFromView and GetD3D10Resource helpers
  * [d3d10] Implement RS(Set|Get)State
  * [d3d10] Implement D3D10RasterizerState
  * [d3d10] Implement OM(Set|Get)DepthStencilState
  * [d3d10] Implement D3D10DepthStencilState
  * [d3d10] Implement OM(Set|Get)BlendState
  * [d3d10] Implement D3D10BlendState
  * [d3d10] Implement IA(Set|Get)InputLayout
  * [d3d10] Implement D3D10InputLayout
  * [d3d10] Implement resource update, copy and resolve functions
  * [d3d10] Add GetD3D11Resource helper
  * [d3d10] Implement (VS|GS|PS)(Set|Get)Samplers
  * [d3d10] Implement D3D10SamplerState
  * [d3d10] Implement (VS|GS|PS)(Set|Get)ConstantBuffers
  * [d3d10] Implement SOSetTargets and SOGetTargets
  * [d3d10] Implement IA(Set|Get)(Vertex|Index)Buffers
  * [d3d10] Implement D3D10Buffer
  * [d3d10] Implement RS(Set|Get)(Viewports|ScissprRects)
  * [d3d10] Implement IASet|GetPrimitiveTopology
  * [d3d10] Implement D3D10 texture interfaces
  * [dxgi] Report ID3D10Device and ID3D10Device1 as supported
  * [d3d10] Add D3D10Device stub
  * [d3d10] Add build files and implement D3D10CreateDevice functions
  * [dxgi] SetFullscreenState succeeds if not changing state
  * [dxgi] Don't use std::mbstowcs.

Sun Aug 12 11:37:12 UTC 2018 -

- Update to version 0.65~git20180812:
  * [meta] Release v0.65

Sat Aug 11 13:27:09 UTC 2018 -

- Update to version 0.64~git20180811:
  * [dxgi] Fix BGRA view format compatibility
  * [dxvk] Fix base pipeline assignment when compipling new pipelines
  * [dxgi] Re-enable SRGB-to-UNORM compatibility

Fri Aug 10 16:42:12 UTC 2018 -

- Update to version 0.64~git20180810:
  * [meta] Update README
  * [util] Update default per-app quirks
  * [d3d11] Enable drawIndirectFirstInstance for FL11_0 and higher
  * [dxbc] Fix case labels when case blocks are terminated with ret
  * [d3d11] Fix structured buffer view validation
  * [d3d11] Report bind flags instead of usage when view creation fails
  * [d3d11] Add meaningful error messages when view creation fails
  * [d3d11] Add format and resource type to D3D11_COMMON_RESOURCE_DESC
  * [d3d11] Validate buffer view format compatibility
  * [d3d11] Validate image view format compatibility correctly
  * [d3d11] Added GetBufferFormatFeatures and GetImageFormatFeatures helpers
  * [d3d11] Validate buffer view bind flags
  * [d3d11] Validate image view bind flags
  * [d3d11] Add GetImageUsageFlags and GetBufferUsageFlags helpers
  * [d3d11] Use user config to determine the maximum feature level

Thu Aug 09 16:57:00 UTC 2018 -

- Update to version 0.64~git20180809:
  * [d3d11] Allow creation of SRGB textures with D3D11_BIND_UNORDERED_ACCESS

Wed Aug 08 11:22:46 UTC 2018 -

- Update to version 0.64~git20180807:
  * [dxgi] Fix resolve image usage flags
  * [dxgi] Add custom device/vendor IDs to DxgiOptions
  * [util] Move getAppConfig and getUserConfig to Config class
  * [meta] Update README
  * [dxvk] Use global user config for backend options
  * [meta] Update README
  * [d3d11] Use global user config for D3D11 options
  * [dxgi] Use global user config for DXGI options
  * [dxvk] Load user config as well as per-app options in DxvkInstance
  * [util] Add classes and functions to support configuration files

Sun Aug 05 21:59:45 UTC 2018 -

- Update to version 0.64~git20180805:
  * [d3d11] Do not hold strong references to the ID3D11Resource in views
  * [d3d11] Add private ref count helpers for ID3D11Resource
  * [d3d11] Do not keep a strong reference to the swap chain back buffer
  * [util] Add private reference count to COM object
  * [d3d11] Refactor Unordered Access View Creation
  * [d3d11] Refactor Shader Resource View Creation
  * [d3d11] Refactor Render Target View Creation
  * [d3d11] Refactor Depth-Stencil View Creation
  * [d3d11] Use new resource helper functions during view creation
  * [d3d11] Add common resource helper functions
  * [d3d11] Introduce GetCommonBuffer helper
  * [d3d11] Move BufferInfo struct into D3D11Buffer
  * [tests] Restore old d3d11-triangle behaviour

Sat Aug 04 20:43:48 UTC 2018 -

- Update to version 0.64~git20180804:
  * [dxgi] Relax IDXGISwapChain thread safety
  * [meta] Release v0.64
  * [dxbc] Work around OpControlBarrier issue on radv 18.2-git
  * [dxvk] Implement native discardBuffer function in the backend
  * [d3d11] Implement copy flags for CopySubresourceRegion1 / UpdateSubresource1
  * [d3d11] Implement DiscardResource for buffers
  * [d3d11] Refactor UAV counter buffer allocator
  * [d3d11] Fix border color mapping for opaque white

Wed Aug 01 12:15:28 UTC 2018 -

- Update to version 0.63~git20180801:
  * [dxbc] Fix sample location order for 2xMSAA case
  * [dxvk] Remove unnecessary barrier recording before compute dispatch
  * [dxvk] Add extended device feature structure
  * [dxvk] Add extended device info structure

Tue Jul 31 11:35:29 UTC 2018 -

- Update to version 0.63~git20180730:
  * [dxbc] Actually set "icb" as the debug name of the ICB

Mon Jul 30 19:19:49 UTC 2018 -

- Update to version 0.63~git20180730:
  * [dxbc] Fix incorrect pointer type when loading from baked ICBs
  * [dxbc] Map large ICBs to a constant buffer
  * [d3d11] Remove DXVK_SHADER_READ_PATH
  * [d3d11] Create shader constant buffer if necessary
  * [dxvk] Introduce concept of shader constants
  * [dxvk] Reconfigure bindings
  * [d3d11] Fix compiler warning
  * [d3d11] Refactor shader binding

Sun Jul 29 11:42:32 UTC 2018 -

- Update to version 0.63~git20180728:
  * [dxvk] Include vector inheaders that use it.
  * [build] Improve winelib builds
  * add winelib build support to the setup script

Tue Jul 24 12:28:29 UTC 2018 -

- Update to version 0.63~git20180723:
  * [dxvk] Refactor Vulkan extension management
  * [dxvk] Load function pointers for VK_KHR_get_physical_device_properties2
  * [d3d11] Optimize WaitForResource behaviour when resource is already idle
  * [d3d11] Refactor resource initialization

Mon Jul 23 12:22:02 UTC 2018 -

- Update to version 0.63~git20180723:
  * [build] Don't use full paths in build files.

Sun Jul 22 19:54:12 UTC 2018 -

- Update to version 0.63~git20180722:
  * [util] Fix reference counting for thread objects
  * [util] Fix Win32 thread helper
  * [meta] Release 0.63
  * [util] Code cleanup for winegcc stuff
  * [build] Fix compilation on MSVC (#505)
  * [dxgi] Do not use MUTABLE_FORMAT_BIT for SRGB images
  * [dxvk] Use VkImageViewUsageCreateInfoKHR when creating image views
  * Revert "[dxvk] Bump maximum number of command buffers in flight to 16"
  * [dxvk] Make DxvkEvent lock-free

Fri Jul 20 12:13:58 UTC 2018 -

- Update to version 0.62~git20180720:
  * [dxgi] Make faking Dx10 support a per-app option
  * [dxvk] Bump maximum number of command buffers in flight to 16
  * [dxgi] Synchronize presentation to enforce maximum frame latency
  * [dxgi] Implement IDXGIDevice::SetMaximumFrameLatency
  * [dxvk] Add DxvkEvent::wait method
  * [dxvk] Relax VK_EXT_vertex_attribute_divisor requirement
  * [dxvk] Optimize buffer renaming
  * [d3d11] Import dxgi by -l instead of directly specifying library name.
  * [build] Use -mwindows to link executables.
  * [d3d11] Move D3D11ImmediateContext constexpr values to .cpp file
  * Don't use std::thread.
  * [util] Don't use std::wstring.
  * [util] Reimplement fromws using WideCharToMultiByte and system codepage.
  * [util] Remove getTempDirectory
  * [build] Use .spec files instead of .def files in winelib build
  * [build] Explicitly specify .dll and .exe extensions in winelib build
  * [buid] Support linking system DLLs in winelib builds
  * [build] Define NOMINMAX for all toolchains

Tue Jul 17 18:49:00 UTC 2018 -

- Update to version 0.62~git20180716:
  * Revert "[dxgi] Support multiple outputs per adapter"
  * [dxgi] Support multiple outputs per adapter

Sat Jul 14 11:31:23 UTC 2018 -

- Update to version 0.62~git20180714:
  * [general] Update Vulkan headers to 1.1.80
  * [dxgi] Fixed nonsense compiler warning with some GCC versions
  * [meta] Release v0.62

Fri Jul 13 19:06:56 UTC 2018 -

- Update to version 0.61~git20180712:
  * [dxgi] Use back buffer size to determine fullscreen resolution

Thu Jul 12 13:12:10 UTC 2018 -

- Update to version 0.61~git20180712:
  * [d3d11] Fake SO support for F1 2015, Mafia 3
  * Revert "[dxvk] Disable image format list"
  * [build] Moved git command into the command list (#493)
  * [hud] Add option to show DXVK version
  * [build] Extract version number from git if available
  * [dxvk] Require VK_KHR_get_physical_device_properties2
  * [vr] Load OpenVR API DLL if necessary

Tue Jul 10 08:03:04 UTC 2018 -

- Update to version 0.61~git20180710:
  * [dxvk] Track lifetime of framebuffer attachments
  * [d3d11] Reset implicit flush timer only when actually flushing
  * [dxvk] Pick memory chunk size dynamically
  * [dxvk] Fix tzcnt return value when source value is 0
  * [dxvk] Add access flags to external subpass dependencies again
  * [dxvk] Fixed external subpass dependencies
  * [d3d11] Fix log spam when an application uses DiscardView

Sun Jul 08 12:37:01 UTC 2018 -

- Update to version 0.61~git20180706:
  * [dxvk] Fix deferred depth-stencil clears
  * [dxvk] Remove clear rect parameter from clearRenderTarget

Fri Jul 06 13:16:55 UTC 2018 -

- Update to version 0.61~git20180705:
  * [dxvk] Disable image format list

Wed Jul 04 20:06:10 UTC 2018 -

- Update to version 0.61~git20180704:
  * [meta] Add RELEASE file containing the latest binary version number

Wed Jul 04 12:46:38 UTC 2018 -

- Update to version 0.61~git20180703:
  * [d3d11] Set proper view format list for typed UAVs
  * [d3d11] Pass image format family to the backend
  * [dxvk] Pass image format list to the driver
  * [dxvk] Require VK_KHR_image_format_list
  * [dxgi] Add method to query the family of a given format
  * [dxgi] Added format family list

Mon Jul 02 18:15:14 UTC 2018 -

- Update to version 0.61~git20180702:
  * [dxgi] Fix 'auto' declaration in FindClosestMatchingMode
  * [vr] Initialize and shut down OpenVR if necessary
  * [vr] Refactor compositor initialization

Sun Jul 01 21:10:05 UTC 2018 -

- Update to version 0.61~git20180701:
  * [dxbc] Respect number of input/output components
  * WIP: Typed shader interfaces
  * [dxvk] Remove unnecessary Parameter (#465)

Fri Jun 29 18:40:12 UTC 2018 -

- Update to version 0.61~git20180629:
  * [d3d11] Issue warning when using a command list more than once
  * [d3d11] Fix usage and access flags for multisampled images

Thu Jun 28 12:16:13 UTC 2018 -

- Update to version 0.60~git20180628:
  * [dxvk] Optimize image layout transitions
  * [dxvk] Fix potential layout transition issues with depth-stencil images
  * [dxbc] Decorate untyped write-only UAVs as NonReadable
  * [hud] Added some missing documentation
  * [hud] Render HUD directly to swap chain image
  * [d3d11] Tweak implicit flush limits
  * [d3d11] Add more implicit flush points

Wed Jun 27 18:12:46 UTC 2018 -

- Update to version 0.60~git20180627:
  * [dxbc] Implement SV_ViewportID as pixel shader input
  * [vr] Maintain global extension sets
  * [dxvk] Lock queue around acquireNextImage
  * [dxvk] Move adapter list to the DXVK instance
  * [build] Disable unity builds

Mon Jun 25 17:15:26 UTC 2018 -

- Update to version 0.60~git20180625:
  * [dxvk] Remove unused rasterizer discard state flag
  * [d3d11] Do not use MUTABLE_FORMAT_BIT for strictly typed formats

Sun Jun 24 11:27:51 UTC 2018 -

- Update to version 0.60~git20180624:
  * [dxvk] Implement dedicated allocation (#448)

Sat Jun 23 19:59:41 UTC 2018 -

- Update to version 0.60~git20180623:
  * [dxbc] Consider stream index in signature entry lookup
  * [tests] Fix compiler error with the DxbcModuleInfo struct
  * [dxbc] Implement EmitThenCut / EmitThenCutStream
  * [dxbc] Parse OSG5 chunk for Shader Model 5 geometry shaders
  * [dxbc] Add DxbcModuleInfo struct

Sat Jun 23 12:00:22 UTC 2018 -

- Update to version 0.60~git20180623:
  * [dxvk] Implement shader-based meta-resolve operation
  * [dxvk] Added separate flags for signed and unsigned integer formats
  * [dxvk] Add shaders for new meta-resolve operation
  * [dxvk] Use dynamic offsets for both graphics and compute pipelines
  * [dxvk] Implement support for dynamic buffer binding offsets
  * [dxvk] Add context state flags for descriptor set and offset updates
  * [dxvk] Allocate descriptor sets with dynamic descriptor support
  * [dxvk] Add DxvkOptions struct for quick lookup of features/limits
  * [dxvk] Implement pipeline layout support for dynamic descriptors
  * [dxvk] Discard slices from old physical buffers

Thu Jun 21 22:40:05 UTC 2018 -

- Update to version 0.54~git20180621:
  * [util] Set thread names for DXVK's own threads
  * [d3d11] Fix image aspect mask for typeless resolve
  * [d3d11] Fix issue with back buffer creation

Tue Jun 19 22:51:16 UTC 2018 -

- Update to version 0.54~git20180619:
  * [tests] Added basic Stream Output test
  * [d3d11] Do not flush on every call to GetData
  * [d3d11] Fix render target layouts for linar tiling
  * [dxvk] Optimize barriers around vkCmdCopyImage
  * [dxbc] Fix compiler warning
  * [dxvk] Optimized barrier batching around compute shader execution

Sat Jun 16 19:42:20 UTC 2018 -

- Update to version 0.54~git20180616:
  * [d3d11] Fake streamout support for Final Fantasy XV
  * [dxvk] Optimize buffer memory barrier batching
  * [dxvk] Rename DxvkResourceAccessType to DxvkAccess
  * [d3d11] Use clearBuffer to initialize UAV counters

Fri Jun 15 23:07:37 UTC 2018 -

- Update to version 0.54~git20180615:
  * [d3d11] Implement render pass spilling for UAV rendering

Thu Jun 14 18:03:32 UTC 2018 -

- Update to version 0.54~git20180614:
  * [dxgi] FindClosestMatchingMode: Handle Width/Height = 0 case
  * [d3d11] Report correct timer frequency for TIMESTAMP_DISJOINT queries

Wed Jun 13 10:56:59 UTC 2018 -

- Update to version 0.54~git20180612:
  * Revert "[dxvk] Require VK_EXT_shader_viewport_index_layer"
  * [dxgi] Map typeless formats to their UNORM variants by default
  * [dxbc] Remove workarounds for the old Nvidia shader compiler
  * [dxvk] Require VK_EXT_shader_viewport_index_layer
  * [dxvk] Sort extension names in alphabetical order

Mon Jun 11 22:34:29 UTC 2018 -

- Update to version 0.54~git20180611:
  * [dxvk] Require VK_KHR_maintenance2 and VK_EXT_vertex_attribute_divisor
  * [dxbc] Fix index returned by ImmAtomicConsume instruction
  * [d3d11] Add ID3DUserDefinedAnnotation stub
  * [d3d11] Implement CheckCounterInfo and related stubs

Sun Jun 10 10:58:35 UTC 2018 -

- Update to version 0.54~git20180610:
  * [d3d11] Reduce log spam about UAV rendering

Sat Jun 09 12:56:47 UTC 2018 -

- Update to version 0.54~git20180608:
  * [d3d11] Remove GetData do-not-flush workaround for Fallout 4
  * [d3d11] Flush implicitly when GetData returns S_FALSE
  * [d3d11] Added warning that UAV rendering might not work as expected
  * [d3d11] Move GetData implementation to D3D11ImmediateContext

Thu Jun 07 18:51:10 UTC 2018 -

- Update to version 0.54~git20180607:
  * [dxbc] Fixed issue with FtoD instruction picking an incorrect type
  * [d3d11] Enable 64-bit math feature
  * [dxbc] Implemented 64-bit compare instructions
  * [dxbc] Implemented 64-bit Vector ALU instructions
  * [dxbc] Implement DtoF and FtoD instructions
  * [spirv] Added OpFConvert instruction
  * Revert "[dxvk] Increase memory chunk size to 32 MiB"
  * [dxvk] Improve swap chain format fallback logic
  * [dxvk] Added format flag to mark SRGB color formats
  * [util] Add == and != operator to Flags
  * fix MSVC compile error with function pointer type declaration (#422)

Wed Jun 06 18:41:19 UTC 2018 -

- Update to version 0.53~git20180606:
  * [dxvk] Removed support for depth bounds test
  * [dxvk] Make depth bias a dynamic state
  * [dxvk] Increase memory chunk size to 32 MiB
  * [d3d11] Implement new auto-flush heuristic
  * [dxvk] Make number of queued submissions available to DXVK

Tue Jun 05 13:07:00 UTC 2018 -

- Update to version 0.53~git20180605:
  * [vr] Add missing license file
  * [vr] Silence non-virtual destructor warnings on GCC
  * [vr] Query Vulkan extensions for OpenVR at runtime
  * [vr] Add OpenVR loader
  * [vr] Added OpenVR header

Mon Jun 04 13:09:43 UTC 2018 -

- Update to version 0.53~git20180603:
  * Allow FarCry 5 to use D3D11_MAP_FLAG_DO_NOT_WAIT (#416)

Sun Jun 03 15:58:32 UTC 2018 -

- Update to version 0.53~git20180602:
  * Revert "[dxbc] Bound-check dynamically indexed constant buffer reads"

Sat Jun 02 11:31:45 UTC 2018 -

- Update to version 0.53~git20180602:
  * [dxvk] Fixed uninitialized value in meta-resolve

Fri Jun 01 17:14:31 UTC 2018 -

- Update to version 0.53~git20180601:
  * [dxbc] Support RenderTargetId and ViewportId in Vertex/Domain shaders
  * [dxvk] Enable VK_EXT_shader_viewport_index_layer if available
  * [spirv] Update SPIR-V headers
  * [dxbc] Fix incorrect OpSelectionMerge instruction

Thu May 31 10:06:06 UTC 2018 -

- Update to version 0.53~git20180531:
  * [dxbc] Bound-check dynamically indexed constant buffer reads

Wed May 30 12:56:01 UTC 2018 -

- Update to version 0.53~git20180530:
  * [d3d11] Fix vertex attribute offset with D3D11_APPEND_ALIGNED_ELEMENT
  * [dxvk] Allow overcommitting non-device local memory
  * [d3d11] Allocate DYNAMIC buffers on device-local host-visible memory
  * [dxvk] Refactor memory allocator

Tue May 29 10:32:40 UTC 2018 -

- Update to version 0.53~git20180529:
  * [dxvk] Apply dynamic state at draw time
  * [dxgi] Support SyncInterval values > 1
  * [dxvk] Added correct element size to depth-only and stencil-only formats

Sun May 27 16:16:11 UTC 2018 -

- Update to version 0.52~git20180527:
  * [d3d11] Chjeck whether input layouts are identical
  * [d3d11] Enable shaderStorageImageMultisample if the device supports it
  * [dxvk] Emit dynamic state only if a pipeline is bound
  * [dxbc] Implement deferred kill operation
  * [dxbc] Make UAV stores and atomics conditional
  * [dxbc] Run analyzer before creating compiler object
  * [dxbc] Add per-device option for deferred kills
  * [dxbc] Scan for discard and derivative instructions

Sat May 26 17:09:42 UTC 2018 -

- Update to version 0.52~git20180526:
  * [dxvk] Remove unnecessary include
  * [dxvk] Use new spec constant structure for pipeline compilation
  * [dxbc] Implement sampleinfo instruction for rasterizer
  * [dxvk] Add global specialization constant data structures
  * [spirv] Add support for 32-bit specialization constants
  * [d3d11] Overwatch: Fake success in CreateGeometryShaderWithStreamOutput
  * [dxvk] Align length when clearing entire buffer
  * [dxvk] Track image (rather than the view) when generating mip maps
  * [dxvk] Use new mip map generator
  * [dxvk] Add new mip map generator
  * [dxvk] Add shaders for mip map generation
  * [dxvk] Added convenience equal checker for unordered maps

Fri May 25 12:08:35 UTC 2018 -

- Update to version 0.52~git20180525:
  * [d3d11] Validate and correct scissor rects
  * [general] Added DXUP reference to README

Thu May 24 12:42:10 UTC 2018 -

- Update to version 0.52~git20180524:
  * [dxgi] Add option for deferred surface creation
  * [dxgi] Add app-specific DXGI options
  * [dxbc] Remove DxbcImageInfo::layered property
  * [dxbc] Remove TexCube -> TexCubeArray workaround
  * [dxbc] Remove Tex2D -> Tex2DArray workaround
  * [dxvk] Create image views for all supported view types
  * [dxgi] Reduce reported VRAM on 32-bit platforms
  * [dxgi] Refactor Vulkan swap chain and surface creation
  * [dxgi] Add IDXGIFactory2 to supported interfaces
  * [dxgi] Implemented IDXGISwapChain1
  * [dxgi] Fixed error message formatting in DxgiDevice
  * [dxgi] Stubbed out IDXGIFactory2
  * [dxgi] Stubbed out IDXGISwapChain1
  * [dxgi] Implemented IDXGIAdapter2

Wed May 23 12:22:30 UTC 2018 -

- Update to version 0.51~git20180522:
  * [d3d11] Pre-clear buffers with D3D11_USAGE_DEFAULT
  * [d3d11] Refactor InitTexture method

Tue May 22 17:40:31 UTC 2018 -

- Update to version 0.51~git20180522:
  * [dxbc] Implement geometry shader instancing

Tue May 22 12:18:26 UTC 2018 -

- Update to version 0.51~git20180522:
  * [dxvk] Use only one extra thread for async pipeline compilation
  * [d3d11] Optimized buffer mapping on deferred contexts

Sat May 19 11:25:46 UTC 2018 -

- Update to version 0.51~git20180519:
  * Fix tzcnt intrinsic on MSVC (#381)
  * [dxbc] SampleMask does not depend on SampleRateShading

Fri May 18 20:50:56 UTC 2018 -

- Update to version 0.51~git20180518:
  * [dxbc] Do not emit empty 'else' blocks

Wed May 16 22:47:27 UTC 2018 -

- Update to version 0.51~git20180517:
  * [general] Update README
  * [dxvk] Remove ability to enable instance layers
  * [dxvk] Implement name set merging
  * [dxvk] Refactor the way instance extensions are enabled
  * [dxvk] Make vk::NameSet more versatile
  * [dxvk] Enumerate discrete GPUs before integrated GPUs

Mon May 14 12:19:16 UTC 2018 -

- Update to version 0.51~git20180514:
  * [d3d11] Fallout 4: Force Flush on GetData calls
  * [dxvk] Remove std::vector from DxvkDataBuffer

Sun May 13 16:22:54 UTC 2018 -

- Update to version 0.51~git20180513:
  * [dxvk] Make use of the asynchronous pipeline compiler optional
  * [dxvk] Log start/stop of pipe compiler worker threads
  * [dxvk] Use derivative pipelines again
  * [dxvk] Do not log invalid pipeline state
  * [dxvk] Added DxvkPipelineCompiler
  * [dxvk] Add ability to hold two pipeline handles to pipeline instances
  * [dxvk] Implement DxvkGraphicsPipelineInstance

Sun May 13 13:10:20 UTC 2018 -

- Update to version 0.50~git20180513:
  * [dxvk] Increase update buffer size
  * [dxvk] Fix update buffer allocation size

Sat May 12 18:08:03 UTC 2018 -

- Update to version 0.50~git20180512:
  * [dxvk] Fix query scopes
  * [dxvk] Reset query pools on the init buffer
  * [dxvk] Create a separate command buffer for initialization tasks

Sat May 12 12:18:16 UTC 2018 -

- Update to version 0.50~git20180512:
  * [dxbc] Fix bit scan instructions

Fri May 11 23:43:00 UTC 2018 -

- Update to version 0.50~git20180511:
  * [general] Let meson handle cflags (#362)
  * [util] Fix includes

Wed May 09 23:49:30 UTC 2018 -

- Update to version 0.50~git20180509:
  * [util] Remove duplicate tzcnt function
  * [dxvk] Move DxvkPipelineCache to DxvkPipeManager

Wed May 09 12:46:18 UTC 2018 -

- Update to version 0.50~git20180509:
  * [dxvk] Reimplement vertex buffer bindings
  * [d3d11] D3D11SamplerState: Cosmetic changes
  * [util] Add tzcnt function

Tue May 08 12:46:12 UTC 2018 -

- Update to version 0.50~git20180507:
  * [hud] Fixed uninitialized depth bounds values
  * [dxvk] Allow binding render targets of different sizes
  * [general] Package script: Enable unity builds by default
  * [dxgi] Fix reported VRAM size for 32-bit builds

Mon May 07 12:49:29 UTC 2018 -

- Update to version 0.50~git20180507:
  * [d3d11] Implement D3D11CoreCreateDevice
  * [general] Test whether wine executable is actually wine
  * [general] More consistent use of $wine in setup script

Sun May 06 14:48:55 UTC 2018 -

- Update to version 0.42~git20180506:
  * [dxgi] Use per-adapter format lookup tables

Sat May 05 19:11:40 UTC 2018 -

- Update to version 0.42~git20180505:
  * [d3d11] Relaxed view format compatibility check
  * [d3d11] Normalize render target and depth-stencil view types
  * [d3d11] Fix stencil component mapping in shader resource views
  * [d3d11] Validate image view format compatibility
  * [dxgi] Added DXGI format family info

Sat May 05 09:54:02 UTC 2018 -

- Update to version 0.42~git20180505:
  * [d3d11] Validate render targets before setting them up
  * [d3d11] Disable VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT for typed formats
  * [dxgi] Report D3D10 support only when DXVK_FAKE_DX10_SUPPORT is set
  * [dxgi] Fix Fullscreen->Windowed transition (again)
  * [d3d11] Minor formatting fix
  * [dxgi] Use ShowWindow instead of redundant SetWindowPos call
  * [dxgi] Report refresh rate as a multiple of 1000 Hz

Fri May 04 12:37:48 UTC 2018 -

- Update to version 0.42~git20180504:
  * [d3d11] Fix stage and access mask for default constant buffers
  * [dxvk] Do not compute SHA-1 hash of generated shaders
  * [dxvk] Make shader accessible from shader module
  * [dxvk] Compute SHA-1 hash of generated shaders
  * [dxvk] Move render pass out of pipeline state vector
  * [util] Add method to retrieve SHA1 hashes in 32-bit chunks

Thu May 03 12:08:57 UTC 2018 -

- Update to version 0.42~git20180503:
  * [build] add_global_arguments -> add_project_arguments (#339)
  * [dxgi] Advertize support for ID3D10Device and ID3D10Device1

Wed May 02 12:12:34 UTC 2018 -

- Update to version 0.42~git20180502:
  * [dxbc] Omit empty source string in OpSource instruction

Tue May 01 23:05:22 UTC 2018 -

- Update to version 0.42~git20180502:
  * [dxvk] Refactor DxvkFramebuffer and DxvkRenderpass
  * [dxvk] Move DxvkPipelineManager instance back to DxvkDevice
  * [dxvk] Made pipe manager and pipeline classes thread-safe
  * [dxvk] Fixed partial depth-stencil clear operations
  * [d3d11] Fix sampler state validation for anisotropy
  * [dxvk] Oprimize render target clear operations

Tue May 01 21:40:09 UTC 2018 -

- Update to version 0.42~git20180501:
  * [dxgi] Add GetDevice method to IDXGIVkInteropSurface
  * [dxvk] Fix DxvkContext::transformImage

Tue May 01 15:43:24 UTC 2018 -

- Update to version 0.42~git20180430:
  * [dxgi] Restore display mode even when the window got destroyed
  * [dxgi] CheckInterfaceSupport; Log interface queries
  * [d3d11] Fix sampler state validation for anisotropy
  * Revert "[dxvk] Refactor DxvkFramebuffer and DxvkRenderpass"
  * [dxvk] Refactor DxvkFramebuffer and DxvkRenderpass

Mon Apr 30 12:51:15 UTC 2018 -

- Update to version 0.42~git20180430:
  * [d3d11] Implement state block normalization (#333)

Sun Apr 29 22:36:37 UTC 2018 -

- Update to version 0.42~git20180429:
  * [dxgi] Implement display mode changes

Sun Apr 29 19:41:44 UTC 2018 -

- Update to version 0.42~git20180429:
  * [dxgi] LeaveFullscreenMode: Correctly restore the window size

Sun Apr 29 15:12:58 UTC 2018 -

- Update to version 0.42~git20180429:
  * [dxvk] Fix image layouts for images using VK_IMAGE_TILING_LINEAR
  * [d3d11] Use linar tiling for textures if optimal tiling is not supported

Sun Apr 29 12:07:40 UTC 2018 -

- Update to version 0.42~git20180429:
  * [dxvk] Set non-zero framebuffer size when there are no attachments
  * [d3d11] Use const ref pointer for device parameter

Sat Apr 28 12:15:19 UTC 2018 -

- Update to version 0.42~git20180428:
  * [clang-tidy] performance-move-const-arg fix (#324)

Sat Apr 28 08:55:11 UTC 2018 -

- Update to version 0.42~git20180428:
  * [dxvk] Fix native build on *nix x86_64 systems (#328)
  * [clang-tidy] performance-for-range-copy fix (#322)

Thu Apr 26 20:27:22 UTC 2018 -

- Update to version 0.42~git20180426:
  * [d3d11] Wire up D3D11VkInteropSurface to D3D11Texture*D classes
  * [d3d11] Implemented IDXGIVkInteropSurface for common textures
  * [d3d11] Implement IDXGIVkInteropDevice for D3D11Device
  * [dxgi] Added IDXGIVkInteropSurface interface
  * [dxgi] Added IDXGIVkInteropDevice interface
  * [dxvk] Export DxvkDeviceQueue from DxvkDevice

Thu Apr 26 16:47:37 UTC 2018 -

- Update to version 0.42~git20180426:
  * [dxvk] Fix potential state tracking issue when updating render targets
  * [dxvk] Ignore redundant render target bindings
  * [dxvk] Apply render target bindings at draw time
  * [hud] Do not explicitly use a framebuffer object

Wed Apr 25 10:54:42 UTC 2018 -

- Update to version 0.42~git20180423:
  * [dxbc] Add gs_vertex_in to the entry point interface

Mon Apr 23 12:16:30 UTC 2018 -

- Update to version 0.42~git20180423:
  * [dxvk] Rename renderPassBegin/End methods to start/spillRenderPass
  * [dxbc] Enable array texture hack for Dishonored 2
  * [dxbc] Implemented Texture2D -> Texture2DArray mapping as a knob
  * [dxbc] Make DxbcOptions a set of flags
  * [d3d11] CopySubresourceRegion: Fix block size alignment check
  * [d3d11] Improved debug output for CopySubresourceRegion
  * [dxbc] Map 2D MS shader resource views to 2D MS Array views

Sun Apr 22 16:19:14 UTC 2018 -

- Update to version 0.42~git20180422:
  * [dxbc] Fix operand type of resinfo_rcp_float division
  * [dxbc] Fix texture component count for OpImageQueryLod
  * [dxbc] Fix layer count in resinfo instruction
  * [d3d11] Prevent mapping of depth-stencil textures
  * [dxbc] Map 1D and 2D textures to their respective array type v2

Sat Apr 21 13:54:27 UTC 2018 -

- Update to version 0.42~git20180421:
  * Revert "[dxbc] Map 1D and 2D textures to their respective array type"
  * [dxbc] Map 1D and 2D textures to their respective array type
  * [d3d11] Fix incorrect cube face count calculation
  * [dxbc] Fixed incorrect shader resource slot computation

Sat Apr 21 11:12:00 UTC 2018 -

- Update to version 0.42~git20180420:
  * [d3d11] add some resource validation for copying resources (#305)
  * [dxbc] Implement precise flag
  * [general] Use non-default wine prefix in build script

Fri Apr 20 12:11:05 UTC 2018 -

- Update to version 0.42~git20180420:
  * Make hashes use correct types and fix narrowing warnings in spirv module. (#307)

Thu Apr 19 12:19:47 UTC 2018 -

- Update to version 0.42~git20180419:
  * Workaround for C++ STD not being set on MSVC/Visual Studio 2017 (#304)
  * [dxbc] Scan pixel shader output register type at declaration time
  * [dxvk] Remove std::clamp usage
  * [dxgi] DxgiSwapchain: Check whether window is valid
  * [dxgi] GetDisplayModeList: Report DXGI_MODE_SCALING_UNSPECIFIED
  * [dxgi] GetDisplayModeList: Sort display mode list
  * [dxgi] GetDisplayModeList: Do not report modes as stretched

Wed Apr 18 13:05:51 UTC 2018 -

- Update to version 0.42~git20180417:
  * [dxvk] Fix Nvidia driver version reporting
  * [d3d11] Implement 2D<->3D image copies in CopySubresourceRegion

Tue Apr 17 18:40:14 UTC 2018 -

- Update to version 0.42~git20180417:
  * [dxbc] Moved all operators in dxbc_names to dxvk namespace (#296)
  * [dxvk] Implement vertex binding divisors

Tue Apr 17 12:16:55 UTC 2018 -

- Update to version 0.42~git20180417:
  * [d3d11] nullptr check on Begin and End (#295)
  * [general] Fix issue with spaces in setup script
  * [hud] Added frametime graph
  * [hud] Added line renderer
  * [hud] Rename renderText -> render
  * [hud] HudTextRenderer -> HudRenderer

Mon Apr 16 22:43:08 UTC 2018 -

- Update to version 0.42~git20180416:
  * [dxbc] Remove is-bound check for constant buffer reads
  * [dxvk] Increase dummy buffer size to max uniform buffer size
  * [dxvk] Enable VK_EXT_vertex_attribute_divisor if available
  * [general] Update Vulkan headers

Mon Apr 16 12:43:17 UTC 2018 -

- Update to version 0.42~git20180415:
  * [dxbc] Write shader name to the generated SPIR-V
  * [dxvk] Change stat couter type to uint64_t
  * [dxgi] Remove support gamma-related ScaleAndOffsetSupported
  * [dxvk] Destroy old swap chain before creating a new one

Sun Apr 15 09:59:04 UTC 2018 -

- Update to version 0.42~git20180415:
  * [dxvk] Print memory heap size in megabytes
  * [dxvk] Added memory information to adapter info (#279)
  * [dxvk] Move render target set comparison to DxvkRenderTargets
  * [dxvk] Implement bindRenderTargets method

Sat Apr 14 22:40:19 UTC 2018 -

- Update to version 0.42~git20180414:
  * [d3d11] Report TYPED_UAV only if both TBs and SIs are supported
  * [dxvk] Recreate swap chain on presentation failure
  * [tests] Add D3D11 format tests
  * [d3d11] Improve format support queries

Sat Apr 14 11:08:59 UTC 2018 -

- Update to version 0.41~git20180414:
  * [dxvk] Improved memory allocation debug output
  * [dxgi] Cosmetic changes
  * [d3d11] Improved debug output of D3D11DeviceContext methods
  * [dxvk] Fixed silly typo
  * [dxvk] Improved debug output when resource creation fails

Fri Apr 13 12:12:16 UTC 2018 -

- Update to version 0.41~git20180413:
  * [dxgi] DxgiVkPresenter: use Microsoft-style API
  * [dxgi] Use 1D texture to implement the gamma lookup table
  * [d3d11] Validate texture sample count
  * [dxvk] Enable VK_KHR_sampler_mirror_clamp_to_edge
  * [d3d11] Cap mip level count for textures and views

Thu Apr 12 21:39:02 UTC 2018 -

- Update to version 0.41~git20180412:
  * [d3d11] ClearUnorderedAccessViewUInt: Create temp view if necessary
  * [dxgi] Use GetMonitorInfoW function explicitly (#271)
  * [dxgi] Added static format mapping table
  * [dxgi] Rename and move DXGI format lookup related structures

Thu Apr 12 12:54:54 UTC 2018 -

- Update to version 0.41~git20180412:
  * [dxbc] Fixed incorrect result vector dimension for OpImageQuerySize
  * [dxgi] Re-implement gamma control functions
  * [dxgi] Re-enable strong reference to DxgiAdapter in DxgiOutput
  * Revert "[dxgi] Create persistent DxgiOutput object"
  * [dxgi] Remove Output reference from DxgiSwapChain
  * [dxgi] Remove gamma control methods from DxgiOutput
  * [dxgi] Replaced ugly pointer cast by more reasonable code
  * [d3d11] Use meta clear for ClearUnorderedAccessView* methods
  * [dxvk] Implement clearBufferView and clearImageView
  * [dxvk] Increase workgroup size for buffer clear shaders
  * [dxgi] Disable gamma curve in presenter
  * [dxbc] Remove Nvidia driver version check
  * [dxvk] Create compute pipelines for meta clear ops
  * [dxvk] Added missing shader files
  * [dxvk] Add separate clear shaders for array views
  * [dxvk] Added DxvkMetaClearObjects stub
  * [dxvk] Add format info flag for integer formats
  * [dxvk] Added meta shaders for image/buffer clear operations
  * [dxvk] Removed unused DxvkOptions
  * [dxbc] Implemented Nop instruction
  * [dxbc] Fix __GL_NextGenCompiler check...

Tue Apr 10 22:42:29 UTC 2018 -

- Update to version 0.41~git20180411:
  * [dxbc] Re-enable Nvidia workarounds if __GL_NextGenCompiler is '0'
  * [dxbc] Disable Nvidia-specific workarounds for 396.18 and above
  * [dxgi] Remove unnecessary debug output
  * [dxgi] Implement gamma control methods for DxgiOutput
  * [dxgi] Create persistent DxgiOutput object
  * [dxgi] Implement gamma ramp in presenter
  * [dxgi] Re-implement presentation shaders in GLSL
  * [general] Updated README
  * Added instructions for installing from the easy build script. (#264)

Tue Apr 10 13:06:08 UTC 2018 -

- Update to version 0.41~git20180410:
  * [dxvk] Optimize binding ID remapping
  * [spirv] Track instruction offset in instruction iterator
  * [dxbc] Refactored opcode controls
  * [dxbc] Fix sampleinfo_uint instruction
  * [dxvk] Removed on-disk pipeline cache
  * [dxbc] Add missing component count to gs_layer variable type
  * [d3d11] Fixed compiler errors
  * [dxvk] Enable sample rate shading if needed
  * [dxbc] Enable CapabilitySampleRateShading capability when needed
  * [dxvk] Add missing format info for the *_422_UNORM formats
  * [dxbc] Implement support for SV_PrimitiveID
  * [dxgi] Fixed packed 16-bit format mappings

Sat Apr 07 15:53:48 UTC 2018 -

- Update to version 0.41~git20180407:
  * [d3d11] Fix compilation with WINE headers (#247)
  * [util] Fix compilation with WINE headers  (#246)
  * [general] Updated README
  * [general] Update README

Sat Apr 07 10:30:04 UTC 2018 -

- Update to version 0.41~git20180406:
  * [d3d11] Implement DXBC shader module cache

Fri Apr 06 11:13:09 UTC 2018 -

- Update to version 0.41~git20180406:
  * [general] Fix another README typo
  * Fix typos in (#244)

Thu Apr 05 21:45:11 UTC 2018 -

- Update to version 0.41~git20180405:
  * [dxbc] Reciprocate W component of SV_POSITION in pixel shaders

Thu Apr 05 12:40:42 UTC 2018 -

- Update to version 0.40~git20180404:
  * [dxvk] Remove support for VK_AMD_rasterization_order
  * [dxbc] Implemented ImmAtomicCmpExch and AtomicCmpStore

Wed Apr 04 11:39:21 UTC 2018 -

- Update to version 0.40~git20180404:
  * [d3d11] Fix multisample format support query for depth images

Tue Apr 03 20:26:21 UTC 2018 -

- Update to version 0.40~git20180403:
  * [dxgi] Fix compilation with WINE headers (#236)
  * [dxvk] Removed upper limit for CS chunks
  * [d3d11] Flush immediate context on command list execution

Tue Apr 03 15:56:33 UTC 2018 -

- Update to version 0.40~git20180403:
  * [hud] Added <unordered_map> include to satisfy some compilers
  * [general] Updated README
  * [dxvk] Added support for pipeline-related stat counters
  * [dxvk] Retrieve actual memory stats for the HUD
  * [hud] Added stat counters to the HUD
  * [hud] Added configurable HUD
  * [dxvk] Implement basic stat counters for draw calls, queue ops
  * [util] Implement spin lock

Tue Apr 03 09:48:32 UTC 2018 -

- Update to version 0.40~git20180403:
  * [dxvk] Reintroduce stat counters

Mon Apr 02 18:55:25 UTC 2018 -

- Update to version 0.40~git20180402:
  * [dxbc] Unify constants
  * [dxvk] Log pipeline state when pipeline compilation fails
  * [util] Add generic Logger::log method
  * [dxgi] Replace UINT_MAX with std::numeric_limits (#234)
  * [dxgi] Replace MSVC _countof macro with std::size (#231)
  * [general] Updated README
  * [dxbc] Serialize hull shader fork/join phase invocations
  * [dxgi/d3d11] Remove COM_QUERY_INTERFACE macro, reset pointers

Mon Apr 02 10:50:19 UTC 2018 -

- Update to version 0.40~git20180402:
  * [dxgi/d3d11] Set returned pointers to nullptr before returning
  * [dxbc] Implement ImmAtomic*Min/Max instructions

Sun Apr 01 10:37:06 UTC 2018 -

- Update to version 0.40~git20180331:
  * [d3d11] Force CreateRenderTargetView to return S_OK with D3D11_RESOURCE_DIMENSION_BUFFER (#230)
  * [general] Updated README with wine 3.5 hints
  * [dxbc] Respect GloballyCoherent flag for UAVs

Sat Mar 31 11:02:03 UTC 2018 -

- Update to version 0.40~git20180330:
  * [dxbc] Fix explicit memory barrier semantics
  * [dxbc] Fixed type of atomic pointers into typed UAVs

Thu Mar 29 23:20:18 UTC 2018 -

- Update to version 0.40~git20180329:
  * [dxvk] Remove mutex from Dxvk(Graphics|Compute)Pipeline

Thu Mar 29 14:07:44 UTC 2018 -

- Update to version 0.40~git20180329:
  * [dxbc] Fix ForkInstanceId type in EmitHsForkJoinPhase
  * [dxbc] Run HS fork/join phases in parallel
  * [dxvk] Move DxvkPipelineManager object to DxvkContext
  * [dxvk] Time pipeline creation in debug mode

Thu Mar 29 10:04:47 UTC 2018 -

- Update to version 0.40~git20180329:
  * [general] More wine test suite fixes (#220)
  * [d3d11] Introduce D3D11DeviceContainer
  * [dxgi] Renamed private DXGI interfaces
  * [dxgi] Move device creation to DxgiAdapter

Wed Mar 28 10:58:34 UTC 2018 -

- Update to version 0.40~git20180328:
  * [dxgi] Reset pointers before returning an error
  * [dxbc] Do not use locations >32 for tess control outputs
  * [d3d11] Fixed silly bug in blend state comparison
  * [general] Added --no-package option to package script

Tue Mar 27 11:00:01 UTC 2018 -

- Update to version 0.40~git20180327:
  * [dxgi] More argument handling improvements (#211)
  * [dxbc] Enable MultiViewport capability if needed
  * [dxbc] Implemnted SV_ViewportArrayIndex for geometry shaders
  * [dxvk] Do not create descriptor set layout/template if binding count is 0

Mon Mar 26 12:54:46 UTC 2018 -

- Update to version 0.40~git20180326:
  * [dxgi] Fix some argument checks (#205)

Sun Mar 25 12:54:57 UTC 2018 -

- Update to version 0.31~git20180325:
  * [d3d11] Implemented image mapping on deferred contexts
  * [d3d11] Get rid of redundant format query
  * [d3d11] Disable DO_NOT_WAIT flag by default
  * [d3d11] Add <unordered_map> include

Sat Mar 24 17:46:22 UTC 2018 -

- Update to version 0.31~git20180324:
  * [d3d11] Added missing files
  * [d3d11] Added D3D11Options

Sat Mar 24 15:57:49 UTC 2018 -

- Update to version 0.31~git20180324:
  * Revert "[dxbc] Do not emit per-vertex input block"
  * [dxbc] Add experimental support for mixed resource types
  * [dxgi] Enumerate scaled and centered display modes correctly

Sat Mar 24 10:37:45 UTC 2018 -

- Update to version 0.31~git20180324:
  * [dxgi] FindClosestMatchingMode: Fall back to 8-bit SRGB format
  * [dxbc] Implement SV_ClipDistance and SV_CullDistance
  * [dxbc] Do not emit per-vertex input block
  * [dxbc] Check if the signature is nullptr before using it
  * [dxbc] Count clipping and culling planes
  * [tests] Fix dxbc compiler test compilation issue
  * [dxbc] Don't use rvalue references for file streams

Fri Mar 23 11:33:01 UTC 2018 -

- Update to version 0.31~git20180323:
  * [d3d11] Reset busy flag after emitting the Flush command
  * [spirv] Emit image types only once
  * [dxvk] Use analyzer to determine UAV image type
  * [dxvk] Fixed command buffer synchronization
  * [dxbc] Add analyzer stub
  * [d3d11] Remove unnecessary Map() check
  * [dxvk] Remove DxvkFence
  * [dxvk] Move fence object into DxvkCommandList

Thu Mar 22 17:00:54 UTC 2018 -

- Update to version 0.31~git20180322:
  * [d3d11] Do not forward D3D11_MAP_FLAG_DO_NOT_WAIT for mapped images
  * [d3d11] Fix immediate context initialization
  * [d3d11] Fix flush condition and CS thread synchronization
  * [dxgi] Always use 32-bit depth buffers instead of 24-bit
  * [d3d11] Implement D3D11_MAP_FLAG_DO_NOT_WAIT
  * [dxvk] Minor

Wed Mar 21 20:23:53 UTC 2018 -

- Update to version 0.31~git20180321:
  * [dxvk] Move tess state validation to validatePipelineState
  * [dxvk] Check whether renderpass is null before creating pipeline
  * [util] Fix possible crash with null interfaces in private storage
  * [dxbc] Support UNorm/SNorm typed resources
  * [d3d11] Fix CheckFeatureSupport return value

Wed Mar 21 12:37:50 UTC 2018 -

- Update to version 0.31~git20180321:
  * [d3d11] Implement support for D3D11_FEATURE_FORMAT_SUPPORT2
  * [d3d11] Lift shaderStorageImageReadWithoutFormat requirement
  * [dxbc] Lift ShaderStorageImageReadWithoutFormat requirement
  * [dxbc] Set image format for UAVs when atomic operations are used
  * [d3d11] Implement remaining D3D11.1 feature queries
  * [dxvk] Increase UAV slot count to 64 for the graphics pipeline
  * [d3d11] Fixed constant buffer binding update
  * Shader cache (#188)
  * [d3d11] Expose implemented Feature Level 11.1 features
  * [dxvk] Remove old debug code
  * [dxvk] Respect bufferImageGranularity for non-linear images

Tue Mar 20 14:34:59 UTC 2018 -

- Update to version 0.31~git20180319:
  * [d3d11] Export support for driver command lists
  * [d3d11] Remove obsolete acquire/release pair

Mon Mar 19 15:10:36 UTC 2018 -

- Update to version 0.31~git20180319:
  * [dxvk] Use multiple free lists for physical buffer slices
  * [d3d11] Remove warnings from CopySubresourceRegion1 / UpdateSubresource1

Mon Mar 19 11:46:54 UTC 2018 -

- Update to version 0.31~git20180319:
  * [build] Add header required for std::find_if()
  * [d3d11] Implemented buffer mapping on deferred contexts
  * [dxvk] Implement thread-safe buffer renaming
  * [d3d11] Expose Feature Level 11_1 if explicitly requested
  * [d3d11] Refactored D3D11SamplerState creation
  * [d3d11] Refactored D3D11DepthStencilState creation
  * [d3d11] Implemented D3D11BlendState1
  * [d3d11] Implemented ID3D11RasterizerState1 stub
  * [d3d11] Return error if an application creates an RTV for a buffer

Sun Mar 18 20:28:12 UTC 2018 -

- Update to version 0.31~git20180318:
  * [dxgi] Fix back buffer destruction

Sun Mar 18 16:20:50 UTC 2018 -

- Update to version 0.31~git20180318:
  * [d3d11] Fix sampler state refcount issue
  * [d3d11] Remove inconsistent uses of "this"
  * [d3d11] Implement GetConstantBuffers1 methods
  * [d3d11] Implement SetConstantBuffers1 methods
  * [d3d11] Add constant buffer offsets and counts to context state
  * [d3d11] Enable direct image mapping by default
  * [dxvk] Enable the use of VK_KHR_descriptor_update_template
  * [dxvk] Added Vulkan function pointers for VK_KHR_descriptor_update_template

Sat Mar 17 20:51:01 UTC 2018 -

- Update to version 0.31~git20180317:
  * [d3d11] stub implementation of ID3D11Device1 (#175)
  * [d3d11] stub implementation of ID3DDeviceContext1 (#174)
  * [dxvk] Reimplemented clearRenderTarget

Sat Mar 17 13:37:51 UTC 2018 -

- Update to version 0.31~git20180317:
  * [d3d11] Move OMSetRenderTargets optimization to D3D11ImmediateContext
  * [d3d11] Moved GetViewFromDesc and NormalizeDesc out of D3D11Devuce
  * [d3d11] Enable IDXGIDevice2 interface query
  * [dxgi] Support more formats in the presenter
  * [dxgi] added stub implementation of IDXGIDevice2 (#172)
  * [general] Updated README
  * Move Custom PCI ID to DXGI
  * [dxbc] fix MSVC 64-bit build

Fri Mar 16 12:27:30 UTC 2018 -

- Update to version 0.31~git20180316:
  * [dxvk] Implement proper compute pipeline lookup
  * [dxvk] Fixed depth image layout regression
  * [d3d11] Allow 2D array view creation for 3D textures

Thu Mar 15 15:39:50 UTC 2018 -

- Update to version 0.31~git20180314:
  * Some changes to the packaging script (#162)

Wed Mar 14 18:42:08 UTC 2018 -

- Update to version 0.31~git20180314:
  * [d3d11] Re-implement direct image mapping (disabled by default)
  * [d3d11] Check if a textue can be created before making the attempt
  * [d3d11] Create mapped image buffer only when needed
  * [d3d11] Refactored Map/Unmap methods
  * [d3d11] Refactoring texture classes: Move static methods into D3D11CommonTexture
  * [d3d11] Refactoring texture classes: Remove D3D11TextureInfo
  * [d3d11] Refactoring texture classes: Introduce D3D11CommonTexture

Tue Mar 13 19:08:02 UTC 2018 -

- Update to version 0.31~git20180313:
  * Revert "[d3d11] Re-enable image mapping"
  * [spirv] Removed SPIR-V Tools headers
  * [spirv] Remove SPIR-V tools integration
  * [dxvk] Remove RenderDoc workaround
  * [d3d11] Use only one mip level for multisampled textures
  * [d3d11] Flush CS chunks when executing/finalizing command lists
  * [dxgi] fix DxgiOutput::FindClosestMatchingMode() implementation (#157)
  * [d3d11] D3D11Device::QueryInterface() suppress warning for d56e2a4c-5127-8437-658a-98c5bb789498

Mon Mar 12 13:43:42 UTC 2018 -

- Update to version 0.31~git20180312:
  * [dxvk] Use dummy viewport if requested viewport size is 0
  * [d3d11] Do not enable D3D11_BIND_UNORDERED_ACCESS for back buffers
  * [d3d11] Re-enable image mapping
  * [dxbc] Implemented samplepos instruction
  * [dxgi,d3d11] log unknown interfaces GUID (#154)

Mon Mar 12 10:38:56 UTC 2018 -

- Update to version 0.31~git20180312:
  * [dxgi] implement DxgiOutput::FindClosestMatchingMode() (#153)
  * [d3d11] add check for pResource against nullptr in D3D11ImmediateContext::Map()
  * [dxvk] Flush initialization context unconditionally

Sun Mar 11 18:15:33 UTC 2018 -

- Update to version 0.31~git20180311:
  * [d3d11] Disabled image mapping

Sun Mar 11 13:56:07 UTC 2018 -

- Update to version 0.31~git20180311:
  * [d3d11] Fix image tiling
  * [d3d11] Allocate host-readable images on host-visible memory

Sat Mar 10 19:21:43 UTC 2018 -

- Update to version 0.31~git20180310:
  * [dxvk] Add memory flag query to DxvkImage
  * [dxvk] Removed stat counters
  * Update
  * Add Custom PCI Vendor and Device ID Support (#137)
  * [dxbc] implemented retc instructions (#140)
  * [dxbc] Implemented DclHsMaxTessFactor
  * [d3d11] Fix minor code inconsistencies
  * [d3d11] Reimplemented ClearState
  * [d3d11] Fix RestoreUnorderedAccessViews for pixel shaders
  * [d3d11] Minor fixes
  * [d3d11] RestoreState: Restore DS/OM/RS state objects
  * [d3d11] RestoreState: Restore IA state
  * [d3d11] RestoreState: Restore viewport state
  * [d3d11] RestoreState: Restore shader resource bindings
  * [dxvk/d3d11] Refactored resource binding
  * [d3d11] RestoreState: Restore vertex and index buffer bindings
  * [d3d11] RestoreState: Restore framebuffer and shader bindings
  * [dxbc] Fixed TGSM size with dcl_tgsm_raw
  * [d3d11] Fix texture cube array view normalization
  * [d3d11] Implemented OMGetRenderTargetsAndUnorderedAccessViews and predication stub
  * [d3d11] Fix potentially invalid value for anisotropic filtering

Fri Mar 09 14:08:47 UTC 2018 -

- Update to version 0.31~git20180309:
  * [dxvk] Tweaked command stream chunk sizes and submission
  * [dxvk] Reduced overhead of depth image descriptor layout check

Thu Mar 08 18:29:35 UTC 2018 -

- Update to version 0.31~git20180308:
  * [general] Added release packer script
  * [dxgi] Fixed R10G10B10A2 format mapping
  * [dxbc] Use signed int for component index in OpImageGather
  * [d3d11] Implemented ClearUnorderedAccessViewUint for raw and structured buffers
  * [d3d11] Partially implement SOSetTargets/SOGetTargets
  * [dxvk] Recreate buffer views if necessary
  * [dxvk] Implemented physical buffer view
  * [d3d11] Fixed potential sync issue in Map()
  * [dxbc] Use correct arrays for vicp/vocp in hull shaders
  * [dxvk] Add adapter logging
  * [dxbc] Fix hull shader barrier issue

Tue Mar 06 18:53:22 UTC 2018 -

- Update to version 0.30~git20180306:
  * [dxbc] Implemented vicp for hull shaders

Tue Mar 06 17:52:36 UTC 2018 -

- Update to version 0.30~git20180306:
  * Add support for MSVC, attempt 3 (#130)
  * [dxbc] Implemented workaround for hull shader output synchronization
  * [d3d11] Enabled tessellation shaders
  * [dxbc] Implemented domain shader input variables
  * [dxbc] Implemented hull shader passthrough

Tue Mar 06 14:44:11 UTC 2018 -

- Update to version 0.30~git20180306:
  * [dxbc] Reworked Hull Shader phase invocations
  * [dxbc] Implemented Hull Shader output setup
  * [dxbc] Implemented Hull Shader output variables
  * [d3d11] Re-implement check for mapping device-local images
  * [dxbc] Added support for the control point phase in Hull Shaders
  * [dxbc] Formatting fixes + Hull shader barriers

Mon Mar 05 15:53:50 UTC 2018 -

- Update to version 0.30~git20180305:
  * [dxbc] Fixed tessellation factor enums
  * Revert "Add MSVC support (#123)"
  * Add MSVC support (#123)
  * [dxbc] Added tess level interface variables
  * [tests] Simplified dxbc disasm test
  * [general] Updated README on wine 3.3
  * [d3d11] Treat D3D11SamplerState as state object
  * [d3d11] Fixed CheckMultisampleQualityLevels return values
  * [d3d11] add stub for ID3DUserDefinedAnnotation (#122)
  * [d3d11] Fixed potential crashes in InitImage/InitBuffer

Sun Mar 04 10:08:07 UTC 2018 -

- Update to version 0.30~git20180303:
  * [dxvk] Fixed D3D11CreateDeviceAndSwapChain bug

Sat Mar 03 21:38:24 UTC 2018 -

- Update to version 0.30~git20180303:
  * [d3d11] Fixed FinishCommandList
  * [d3d11] Move framebuffer creation out of OMSetRenderTargets
  * [d3d11] Implemented FinishCommandList/ExecuteCommandList
  * [dxgi] implement CreateDXGIFactory2 (#120)

Sat Mar 03 12:17:28 UTC 2018 -

- Update to version 0.30~git20180302:
  * [dxvk] Fix typo
  * [dxvk] Fix Nvidia driver version number

Fri Mar 02 13:39:09 UTC 2018 -

- Update to version 0.30~git20180302:
  * [dxvk] Do not enable HUD if DXVK_HUD is 0
  * Debug logging for compute shaders (#115)
  * [dxvk] Use linked list for CS chunks

Thu Mar 01 13:44:07 UTC 2018 -

- Update to version 0.21~git20180301:
  * [dxbc] Implemented more tessellation-related declarations
  * [dxbc] Implemented Hull Shader control point count declarations

Thu Mar 01 11:13:15 UTC 2018 -

- Update to version 0.21~git20180301:
  * [dxbc] Implemented Hull Shader fork/join phase invocations
  * [dxgi] Added support for 422 formats
  * [dxbc] Implemented new workaround for depth-compare ops on Nvidia
  * [dxbc] Implemented Hull shader function declarations
  * [dxvk] Replaced exception by error message
  * [dxvk] Fixed potential memory allocation issue
  * [d3d11] Implemented CSGetUnorderedAccessViews
  * [dxbc] Implemnted some HS/DS stubs

Wed Feb 28 14:01:20 UTC 2018 -

- Update to version 0.21~git20180228:
  * [dxvk] Implemented new workaround for query-related lockups
  * [dxbc] Do not emit depth image types for integer images
  * [dxbc] Remove packDrefValueIntoCoordinates hack
  * [dxbc] Use signed integers for bit insert/extract ops
  * [dxvk] Added workaround for RADV query problem

Tue Feb 27 12:51:39 UTC 2018 -

- Update to version 0.21~git20180227:
  * [dxvk] Fall back to host memory if no device memory is available
  * [dxvk] Mark events and queries as available by default
  * [d3d11] Add exception handling to CreateTexture* methods

Mon Feb 26 17:52:57 UTC 2018 -

- Update to version 0.21~git20180226:
  * [d3d11] Return fake tessellation shader obejects to the application
  * [d3d11] Fix Create*Shader return values
  * [d3d11] Fix format for 1D RTVs and DSVs
  * [dxbc] Implement EvalAttribute* instructions

Mon Feb 26 14:34:18 UTC 2018 -

- Update to version 0.21~git20180226:
  * [d3d11] Implemented 1D render target and depth-stencil views
  * Revert "[d3d11] Remvoed query support"
  * Revert "[d3d11] Fixed fake event query"
  * [dxbc] Properly implement Input/Output coverage masks

Mon Feb 26 11:00:49 UTC 2018 -

- Update to version 0.21~git20180224:
  * [util] fix GUID printing
  * [dxgi] add support for B4G4R4A4 color format

Sun Feb 25 15:46:11 UTC 2018 -

- Update to version 0.21~git20180225:
  * [dxvk] Fixed potential null pointer access when creating descriptor set
  * [dxvk] Fixed 32-bit compilation issue, derp

Sat Feb 24 23:15:32 UTC 2018 -

- Update to version 0.21~git20180224:
  * [dxvk] Implement proper graphics and compute state validation
  * [d3d11] Return early for clear operations on NULL views
  * Throw error if requested layer is not installed (#100)

Fri Feb 23 22:05:48 UTC 2018 -

- Update to version 0.21~git20180223:
  * [d3d11] Fixed CopySubresourceRegion for partial buffer updates
  * [d3d11] Fixed fake event query
  * [d3d11] Remvoed query support
  * [dxvk] Validate tessellation state for graphics pipeline

Thu Feb 22 20:46:10 UTC 2018 -

- Update to version 0.21~git20180222:
  * [d3d11] Allow UAVs to be created for the swap image
  * [d3d11] Do not create views if the resource bind flags are invalid

Thu Feb 22 18:16:52 UTC 2018 -

- Update to version 0.21~git20180222:
  * [spirv] Added experimental spirv-tools integration
  * [general] wine-staging -> wine-vulkan

Wed Feb 21 21:38:28 UTC 2018 -

- Update to version 0.21~git20180221:
  * [dxbc] Implement AtomicIMin/Max instructions
  * [dxvk] Implemented typeless resolve
  * [dxvk] Change resolveImage interface to accept an explicit format

Tue Feb 20 12:22:13 UTC 2018 -

- Update to version 0.21~git20180220:
  * [dxvk] Support depth-to-color image copies and vice versa
  * [d3d11] Added test case for occlusion queries and small improvements
  * [d3d11] Fixed crash with timestamp disjoint queries
  * [d3d11] Remove leftover log message
  * [dxvk] Implement backend part for event queries
  * [d3d11] Wired up D3D11Query to backend

Sun Feb 18 23:14:21 UTC 2018 -

- Update to version 0.21~git20180218:
  * [dxgi] Add stub implementation of DXGI_PRESENT_TEST
  * [dxvk] Added query tracker

Sun Feb 18 16:47:11 UTC 2018 -

- Update to version 0.21~git20180218:
  * [dxvk] Implemented query allocation
  * [dxvk] Relax feature requirements, minor fixes
  * [dxbc] Use correct image query instructions for UAVs

Fri Feb 16 13:42:37 UTC 2018 -

- Update to version 0.21~git20180216:
  * [dxvk] Only emit depth image types for 2D and Cube images
  * [dxbc] Added support for SV_RenderTargetID in pixel shaders
  * [dxvk] Add DxvkEvent class
  * [dxvk] Make query pools more usable as query allocators
  * [dxbc] Implemented BfRev instruction
  * [dxvk] Introduced DxvkComputePipelineStateInfo

Wed Feb 14 16:22:11 UTC 2018 -

- Update to version 0.21~git20180214:
  * [dxvk] Do not commit compute barriers for unbound resources
  * [dxgi] Use recursive locking and report fullscreen state changes early
  * [d3d11] Fix unhandled exception
  * [d3d11] Added experimental support for RTVs into 3D images
  * [dxvk] More query stuff
  * [d3d11] Implemented SRV and RTV normalization

Tue Feb 13 13:17:45 UTC 2018 -

- Update to version 0.21~git20180213:
  * [dxvk] Implemented more query and query pool methods

Mon Feb 12 21:38:23 UTC 2018 -

- Update to version 0.21~git20180212:
  * [dxvk] Implemented virtual query class and query pool stub
  * Improve documentation for building on Debian (#66)
  * Setup script: improvements to error handling (#65)
  * [dxvk] Added Query stub

Sat Feb 10 16:17:41 UTC 2018 -

- Update to version 0.21~git20180208:
  * Fixes for the setup script (#63)
  * [hud] Use buffer invalidation instead of synchronization
  * [dxbc] Added support for oDepthGe/oDepthLe
  * [dxbc] Added support for early fragment tests
  * [dxbc] Silence DclIndexRange warnings
  * [d3d11] Enable sampleRateShading feature

Wed Feb 07 18:26:07 UTC 2018 -

- Update to version 0.21~git20180207:
  * [dxvk] Improve internal framebuffer APIs
  * [dxvk] Improve debuggability of shader compiler issues
  * [dxvk] Fixed MSAA issue in render pass info
  * [d3d11] Fix optional write issue in GetData()

Tue Feb 06 17:14:42 UTC 2018 -

- Update to version 0.21~git20180206:
  * Setup script: added an option to check status (#59)
  * [d3d11] Add support for DSV read-only flags
  * [general] Updated README

Mon Feb 05 22:23:52 UTC 2018 -

- Update to version 0.21~git20180205:
  * [dxvk] Separated resource view classes
  * [dxvk] Add index buffer and vertex buffer usage flags to dummy buffer
  * [dxvk] Add hack to allow RenderDoc to function on AMD GPUs

Mon Feb 05 11:30:10 UTC 2018 -

- Update to version 0.21~git20180205:
  * [d3d11] ->
  * [general] Remove _vk prefix from DLL names
  * wine install script to support overrides only. (#57)
  * [dxvk] Unbind incompatible resources
  * [dxvk] Reduced resource binding overhead a bit
  * [d3d11] Implemented ClearUnorderedAccessViewUint for images
  * [dxbc] Implemented Geometry SV RenderTargetId
  * [dxbc] Fixed output value store for geometry shaders
  * [dxbc] Implemented stream instructions for single-stream GS
  * [dxbc] Implemented Lod instruction
  * [dxbc] Implemented SampleInfo instruction
  * [dxbc] Fixed image size query for multisampled images
  * [dxbc] Implemented GatherPo and GatherPoC instructions
  * [dxbc] Implement CountBits/FirstBit instructions

Sat Feb 03 21:23:55 UTC 2018 -

- Update to version 0.21~git20180203:
  * [d3d11] Implemented CopySubresourceRegion for buffers
  * [dxbc] Remove push constant block for now

Fri Feb 02 21:40:04 UTC 2018 -

- Update to version 0.21~git20180202:
  * [dxbc] Do not emit depth type for non-sampled resources

Thu Feb 01 22:36:27 UTC 2018 -

- Update to version 0.21~git20180201:
  * [dxvk] Initial work on instance data fetch rates
  * [dxbc] Added push constant definition block

Thu Feb 01 13:43:23 UTC 2018 -

- Update to version 0.21~git20180201:
  * [dxvk] Set dummy vertex buffer size to the maximum binding stride
  * [dxvk] Initialize dummy resources to zero
  * [dxvk] Bind dummy resource for unbound vertex and index buffers
  * [d3d11] mock D3D11_QUERY_EVENT

Wed Jan 31 17:42:06 UTC 2018 -

- Update to version 0.21~git20180131:
  * [d3d11] Added missing CS thread sync for non-discard Map()
  * [dxbc] Remove duplicate image type declaration

Wed Jan 31 12:22:33 UTC 2018 -

- Update to version 0.21~git20180131:
  * [d3d11] Include <algorithm>

Wed Jan 31 00:41:44 UTC 2018 -

- Update to version 0.21~git20180131:
  * [dxvk] Use logger instead of exception when compiling pipelines

Tue Jan 30 17:42:38 UTC 2018 -

- Update to version 0.21~git20180130:
  * [dxvk] Fixed incorrect barriers for depth-stencil images

Tue Jan 30 11:27:15 UTC 2018 -

- Update to version 0.21~git20180130:
  * [d3d119 Implemented DXVK_FEATURE_LEVEL to restrict D3D feature levels
  * [dxgi] Use VK_PRESENT_MODE_FIFO instead of MAILBOX
  * [dxgi] Remove SyncInterval implementation

Tue Jan 30 01:54:02 UTC 2018 -

- Update to version 0.21~git20180130:
  * [d3d11] Get rid of duplicate code in ResolveSubresource
  * [d3d11] Handle non-multisampled source images in ResolveSubresource
  * [dxvk] Create dummy sampler
  * [dxvk] Emit dynamic state after binding a graphics pipeline

Mon Jan 29 16:42:10 UTC 2018 -

- Update to version 0.21~git20180129:
  * [d3d11] Fixed query-related logging
  * [general] Minor COM pointer improvements
  * [dxbc] Added Hull/Domain shader specific structures
  * Add an option to set up dxvk through overrides (#40)
  * [d3d11] Implemented CreateHullShader and CreateDomainShader

Mon Jan 29 11:34:42 UTC 2018 -

- Update to version 0.21~git20180129:
  * [dxvk] Fixed incorrect buffer create info
  * [d3d11] Added support for tessellation patch primitives
  * [dxbc] Implemented OutputCoverageMask
  * [dxbc] Declare SV variables on first use

Mon Jan 29 00:48:51 UTC 2018 -

- Update to version 0.21~git20180129:
  * [d3d11] Silence unnecessary SOSetTargets errors
  * [dxvk] Refactored physical buffer
  * [dxvk] Minor CS improvement
  * [d3d11] Remove default sampler
  * [d3d11] Fixed incorrect aspect mask for depth-stencil clear ops
  * [general] Make use of C++ zero initialization
  * [d3d11] Implmented ResolveSubresource for typed resources
  * [dxgi] Added typeless format flag
  * [dxbc] Added support for SV_SampleIndex

Sun Jan 28 12:17:20 UTC 2018 -

- Update to version 0.21~git20180128:
  * [d3d11] Implemented normalization for UAV descriptions
  * [d3d11] Implemented GetUnorderedAccessViewDescFromResource
  * [dxbc] Remove obsolete error message when resinfo is used with UAVs

Sat Jan 27 19:50:56 UTC 2018 -

- Update to version 0.21~git20180127:
  * [dxbc] Removed branches around texture sample/gather ops
  * [dxvk] Added dummy resources for descriptors
  * [dxvk] Fixed incorrect framebuffer attachment formats

Fri Jan 26 18:25:59 UTC 2018 -

- Update to version 0.21~git20180126:
  * fixed dlls_dir variable in the setup script

Fri Jan 26 00:05:06 UTC 2018 -

- Update to version 0.21~git20180125:
  * [dxvk] Do not dispatch compute shaders if no pipeline is bound

Thu Jan 25 01:16:38 UTC 2018 -

- Update to version 0.21~git20180124:
  * [dxvk] Fixed reported size of staging buffers

Wed Jan 24 12:18:33 UTC 2018 -

- Update to version 0.21~git20180123:
  * [d3d11] Implemented IAGetIndexBuffer an IAGetVertexBuffers
  * [d3d11] Fixed depth-stencil clear outside renderpasses
  * [dxvk] Fixed potentially problematic image barriers
  * [dxvk] DxvkBindingLayout -> DxvkPipelineLayout

Tue Jan 23 16:49:38 UTC 2018 -

- Update to version 0.21~git20180123:
  * [d3d11] Sub-allocate from larger update buffers for UpdateSubresources
  * Revert "[dxvk] Use VK_IMAGE_LAYOUT_GENERAL for all render targets"

Tue Jan 23 12:47:22 UTC 2018 -

- Update to version 0.21~git20180123:
  * Improvements for log files (#22)
  * [dxvk] Use VK_IMAGE_LAYOUT_GENERAL for all render targets
  * [d3d11] Use Map() for host-visible buffers in UpdateSubresource
  * [d3d11] Implemented CS chunk submission for deferred contexts

Tue Jan 23 11:32:06 UTC 2018 -

- Update to version 0.21~git20180123:
  * [d3d11] Added stubs for deferred contexts and command lists
  * [d3d11] mock D3D11_QUERY_TIMESTAMP
  * [dxvk] Removed explicit image barriers for render passes
  * Updated issue template

Mon Jan 22 00:31:30 UTC 2018 -

- Update to version 0.21~git20180122:
  * [hud] Changed vertex buffer format

Sun Jan 21 18:41:33 UTC 2018 -

- Update to version 0.21~git20180121:
  * [d3d11] Synchronize with CS thread before present
  * [general] Updated README
  * Create
  * [dxvk] Recycle CS chunks
  * Revert "[d3d11] Temporary fix for Presenter <-> CS thread sync issue"
  * [d3d11] Temporary fix for Presenter <-> CS thread sync issue
  * [d3d11] Fixed flush order
  * [d3d11] Fixed image copy operation
  * [dxvk] Limit size of the CS command queue
  * [dxvk] Fixed incorrect image packing behaviour
  * [d3d11] Enabled command stream thread
  * [d3d11] Record commands into a CS chunk
  * [d3d11] Use EmitCs for buffer mapping
  * [d3d11] Use EmitCs for resource updates
  * [dxvk] Added convenience functions to work with compressed image sizes
  * [d3d11] Use EmitCs for some Copy/Clear operations
  * [d3d11] Use EmitCs for state object updates
  * [d3d11] Use EmitCs for shader and resource binding methods
  * [d3d11] Use EmitCs for Input Assembly methods
  * [d3d11] Use EmitCs for draw and dispatch calls
  * [d3d11] Use EmitCs for general setup and synchronization methods
  * [dxvk] Refactored blend constants
  * [d3d11] Add EmitCs method to D3D11DeviceContext
  * [dxvk] Remove command dispatch methods from CS thread

Sun Jan 21 11:46:32 UTC 2018 -

- Update to version 0.21~git20180121:
  * [general] Rename libraries
  * Added script to setup dlls in wine (#19)
  * [dxvk] fix missing renderPassEnd calls
  * Check if shader in READ_PATH exists before using it

Sat Jan 20 15:48:49 UTC 2018 -

- Update to version 0.21~git20180120:
  * [d3d11] Added new D3D11ImmediateContext class

Sat Jan 20 12:01:30 UTC 2018 -

- Update to version 0.21~git20180120:
  * [dxbc] Implemented SampleB instruction
  * [d3d11] Implemented mipmap generation

Fri Jan 19 20:27:28 UTC 2018 -

- Update to version 0.21~git20180119:
  * [d3d11] Fixed initialization of compressed images
  * [d3d11] Implemented image mapping for reads
  * [general] Updated README

Fri Jan 19 12:08:06 UTC 2018 -

- Update to version 0.21~git20180119:
  * [general] Mention binary releases in README
  * [dxbc] Do not set ImageOperandsLodMask for multisample loads
  * [dxvk] Use strict rasterization order when depth test is disabled
  * [dxvk] To not attempt to clear compressed image
  * [d3d11] Downgraded input layout message to debug
  * [dxvk] Optimized buffer renaming
  * Fix build on gcc6
  * [dxvk] Fixed offset in buffer to image copy
  * [dxvk] Fixed DxvkPhysicalBufferSlice initialization
  * [dxvk] Cleaned up DxvkBufferSlice and added documentation
  * [d3d11] Use DxvkPhysicalBufferSlice for resource copies and buffer views
  * [dxvk] Use DxvkPhysicalBufferSlice for indirect draws and buffer binding
  * [dxvk] Use DxvkPhysicalBufferSlice for buffer memory barriers
  * [dxvk] Added DxvkPhysicalBuffer to back virtual buffers

Thu Jan 18 11:40:37 UTC 2018 -

- Update to version 0.20~git20180118:
  * [d3d11] Map default constant buffers to host memory

Thu Jan 18 10:11:14 UTC 2018 -

- Update to version 0.20~git20180118:
  * [dxvk] End render pass before a staged image upload
  * [d3d11] Enable dual-source blending feature
  * [d3d11] Updated D3D11CreateDevice
  * [d3d11] Removed some uninteresting log messages

Wed Jan 17 23:02:36 UTC 2018 -

- Update to version 0.20~git20180117:
  * [dxbc] Implemented swapc
  * [general] Added release build instructions to readme
  * [d3d11] Enable depth clamp
  * [d3d11] Implemented normalization for shader resource view parameters

Wed Jan 17 11:44:39 UTC 2018 -

- Update to version 0.20~git20180117:
  * [dxbc] Fixed shift operations
  * [dxgi] Removed leftover debug message
  * [dxbc] Implemented gather instructions and pixel shader SVs
  * [dxgi] Fixed DXGI_FORMAT_A8_UNORM component mapping
  * [dxbc] Implemented ld2dms
  * [d3d11] Reduced log spamming, improved parameter naming consistency
  * [d3d11] copy all layers and mipmaps in CopyResource
  * [d3d11] support textures in CopyResource
  * [d3d11] move supported query check to d3d11_query
  * [d3d11] don't fail when creating unsupported queries

Tue Jan 16 15:57:08 UTC 2018 -

- Update to version 0.20~git20180116:
  * [dxvk] Make use of VK_AMD_rasterization_order
  * [dxvk] Added app and device specific options
  * [dxvk] Refactored device extension handling
  * [util] Fixed message logging to file
  * [util] Added getExeName() function
  * [d3d11] Using proper layout for depth textures read by shaders
  * [util] Fixed compiler issue with older GCC versions
  * [dxvk] Increased queued command submission limit
  * [dxvk] Limit vkCmdUpdateBuffer size to 4kB
  * [d3d11] Flush resource init commands
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