Overview

Request 1090559 accepted

- Update to 2.2
* 3D11On12 support
In order to enable D3D12 support in recent Unity Engine titles such
as Lego Builder's Journey, this release introduces support for creating D3D11
devices from a D3D12 device using D3D11On12CreateDevice, as well as
the basic ID3D11On12Device interface. This is achieved by importing
the Vulkan device and resource handles from vkd3d-proton into DXVK,
and otherwise uses DXVK's existing D3D11 implementation.
A vkd3d-proton build as of HansKristian-Work/vkd3d-proton@26c4fed
or later is required for this to work.
* D3D9 Partial Presentation
DXVK now supports presenting to parts of a window by copying the contents of the backbuffer
to system memory and then drawing them into the window on the CPU.
This improves compatibility with game launchers, particularly those
based on Microsoft's WPF toolkit, and some visual novels.
It will however come with a noticable performance hit.
Additionally, overall behaviour of D3D9 swap chains was improved and
the d3d9.noExplicitFrontBuffer option was removed.
* Logging changes
When running on Proton or plain Wine, DXVK will no longer create
log files by default and instead only write log messages to the console
using wine-specific functionality, in order to avoid creating unnecessary extra files.
This matches vkd3d-proton behaviour. Note that log file creation
can be re-enabled by setting the environment variable DXVK_LOG_PATH to a valid path.
When filing bug reports, users are encouraged to upload the full Proton log.
* Warnings about unknown interfaces being queried via QueryInterface
will only be logged once in order to avoid growing log files
indefinitely in some games. (#3231)
* Fixed a regression when rendering YUY2 or UYUY texture formats.
This fixes in-game videos in Jade Empire (#3182) and
Sid Meier's Pirates (#3189) (PR #3342)
* Fixed an issue wherein threads were not properly destroyed.
* Fixed Vulkan validation errors caused by incorrect layout tracking
when enabling feedback loops for a texture.
* Fixed Vulkan validation errors caused by 0x0 sized clears in D3D9.
* D3D9 StateBlocks now only allocate memory for the parts that are actually used.
This fixes Total War: Shogun 2 running out of address space when
using the D3D9 renderer. (#2703, PR #3248)
* Improved usage of some VK_EXT_extended_dynamic_state3 features to
avoid hitting slow paths on some drivers.
* Improved enumeration of DXGI outputs on systems with multiple GPUs.
This fixes performance issues with recent RE Engine games (D3D12) on such systems.
* Significantly reduced memory usage in situations where games create unused D3D11 devices.
* Battle Fantasia Revised Edition: Locked frame rate to 60 FPS
to work around game bugs at higher frame rates. (PR #3256)
* Cold Fear: Fixed missing geometry (#3293, PR #3390)
* Dawn of Magic 2: Fixed a crash upon start (#3271, PR #3272)
* DC Universe Online: Fixed a hang after alt-tabbing out and back in. (#3314, PR #3316)
* Far Cry 2: Work around rendering issues on Intel hardware,
as well as low performance on all GPUs. (PR #3241)
* Halo: The Master Chief Collection: Fixed memory leak due to invalid
query usage by the game (PR #3273)
* Warhammer 40k: Space Marine: Fixed shadow rendering (#3298, PR #3305)

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Martin von Reichenberg's avatar

@Thaodan

Please include openSUSE 15.5 repository and a potential fix for openSUSE Leap 15.4 (if possible) . . .

Thanks !


Björn Bidar's avatar

I think glslanf it to old in OpenSUSE Leap 15 <= 15.5 as DXVK uses GL_EXT_spirv_intrinsics which doesn't exist before glslang 11.5. I tried to revert that which seems to work however the next issue is that d3d11on12.h doesn't exist in the MinGW64-headers shipped in those two either. It at least needs MinGW64-headers 8.0. There are backports thou, should they be used?


Request History
Björn Bidar's avatar

Thaodan created request

- Update to 2.2
* 3D11On12 support
In order to enable D3D12 support in recent Unity Engine titles such
as Lego Builder's Journey, this release introduces support for creating D3D11
devices from a D3D12 device using D3D11On12CreateDevice, as well as
the basic ID3D11On12Device interface. This is achieved by importing
the Vulkan device and resource handles from vkd3d-proton into DXVK,
and otherwise uses DXVK's existing D3D11 implementation.
A vkd3d-proton build as of HansKristian-Work/vkd3d-proton@26c4fed
or later is required for this to work.
* D3D9 Partial Presentation
DXVK now supports presenting to parts of a window by copying the contents of the backbuffer
to system memory and then drawing them into the window on the CPU.
This improves compatibility with game launchers, particularly those
based on Microsoft's WPF toolkit, and some visual novels.
It will however come with a noticable performance hit.
Additionally, overall behaviour of D3D9 swap chains was improved and
the d3d9.noExplicitFrontBuffer option was removed.
* Logging changes
When running on Proton or plain Wine, DXVK will no longer create
log files by default and instead only write log messages to the console
using wine-specific functionality, in order to avoid creating unnecessary extra files.
This matches vkd3d-proton behaviour. Note that log file creation
can be re-enabled by setting the environment variable DXVK_LOG_PATH to a valid path.
When filing bug reports, users are encouraged to upload the full Proton log.
* Warnings about unknown interfaces being queried via QueryInterface
will only be logged once in order to avoid growing log files
indefinitely in some games. (#3231)
* Fixed a regression when rendering YUY2 or UYUY texture formats.
This fixes in-game videos in Jade Empire (#3182) and
Sid Meier's Pirates (#3189) (PR #3342)
* Fixed an issue wherein threads were not properly destroyed.
* Fixed Vulkan validation errors caused by incorrect layout tracking
when enabling feedback loops for a texture.
* Fixed Vulkan validation errors caused by 0x0 sized clears in D3D9.
* D3D9 StateBlocks now only allocate memory for the parts that are actually used.
This fixes Total War: Shogun 2 running out of address space when
using the D3D9 renderer. (#2703, PR #3248)
* Improved usage of some VK_EXT_extended_dynamic_state3 features to
avoid hitting slow paths on some drivers.
* Improved enumeration of DXGI outputs on systems with multiple GPUs.
This fixes performance issues with recent RE Engine games (D3D12) on such systems.
* Significantly reduced memory usage in situations where games create unused D3D11 devices.
* Battle Fantasia Revised Edition: Locked frame rate to 60 FPS
to work around game bugs at higher frame rates. (PR #3256)
* Cold Fear: Fixed missing geometry (#3293, PR #3390)
* Dawn of Magic 2: Fixed a crash upon start (#3271, PR #3272)
* DC Universe Online: Fixed a hang after alt-tabbing out and back in. (#3314, PR #3316)
* Far Cry 2: Work around rendering issues on Intel hardware,
as well as low performance on all GPUs. (PR #3241)
* Halo: The Master Chief Collection: Fixed memory leak due to invalid
query usage by the game (PR #3273)
* Warhammer 40k: Space Marine: Fixed shadow rendering (#3298, PR #3305)


Marcus Meissner's avatar

msmeissn accepted request

ok

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