SEARCH
NEW RPMS
DIRECTORIES
ABOUT
FAQ
VARIOUS
BLOG

 
 
Changelog for dxvk-2.4.1-101.2.x86_64.rpm :

* Fri Sep 27 2024 obs-service-tar-scmAATTinvalid- Update to version 2.4.1:
* [dxvk] Fix image view swizzling
* [d3d11] Always use fast MAP_WRITE_DISCARD path on deferred contexts
* [d3d11] Cache raw mapped pointer rather than allocation object
* [dxvk] Add function to invalidate images
* [dxvk] Remove legacy DxvkMemory class
* [dxvk] Rework image view creation
* [dxvk] Rework image creation
* [dxvk] Add function to import existing Vulkan image
* [dxvk] Implement sparse image creation in allocator
* [dxvk] Refactor sparse page table initialization for images
* [dxvk] Refactor sparse page allocation
* [dxvk] Introduce DxvkResourceMemoryInfo
* [dxvk] Reimplement sparse buffer support
* [dxvk] Reimplement imported buffers
* [dxvk] Improve lifetime tracking logic
* [hud] Add cache statistics to detailed memory item
* [dxvk] Implement basic pool balancing for shared allocation cache
* [dxvk] Implement shared cache statistics
* [dxvk] Implement shared allocation cache
* [d3d11] Use allocation cache for dynamic buffers
* [dxvk] Implement local allocation cache
* [dxvk] Do not track buffer view objects
* [dxvk] Rework buffer view creation
* [dxvk] Remove DxvkBufferAllocation
* [dxvk] Rework buffer slice allocation
* [dxvk] Make DxvkResource manage its own destruction
* [dxvk] Store GPU address for allocated chunk memory
* [dxvk] Add function to create image resource
* [dxvk] Add function to create buffer resource
* [dxvk] Add helper to get memory type mask for buffer usage
* [dxvk] Cache memory type mask with global buffer support
* [dxvk] Don\'t log memory errors prematurely
* [dxvk] Use DxvkResourceAllocation internally
* [dxvk] Introduce DxvkResourceAllocation
* [dxvk] Remove legacy buffer renaming interface
* [d3d9] Use DxvkBufferAllocation where appropriate
* [d3d11] Use DxvkBufferAllocation where appropriate
* [dxvk] Use DxvkBufferAllocation for HUD rendering
* [dxvk] Use DxvkBufferAllocation in swap chain blitter
* [dxvk] Introduce DxvkBufferAllocation
* [vulkan] Move stage and access mask definitions to header
* [util] Make likely/unlikely less annoying to use
* [util] Add some functionality to smart pointer
* [dxvk] Align allocation size to create global buffer
* [dxvk] Do not always keep an empty chunk around
* [dxvk] Tweak memory allocation behaviour on mapped memory types
* [hud] Use different colors to highlight mapped or non-mapped allocations
* [dxvk] Use worker to update adapter\'s memory statistics
* [dxvk] Use worker thread to periodically free unused memory
* [dxvk] Rewrite memory allocator
* [dxvk] Add chunk concept to page allocator
* [hud] Add HUD item to visualize memory chunk allocation
* [dxvk] Add detailed allocation statistics
* [dxvk] Move memory statistics from memory types to heaps
* [dxvk] Tune small buffer allocation sizes
* [dxvk] Simplify memory chunk allocation
* [dxvk] Use new allocators for chunk suballocation
* [dxvk] Add new page allocator implementation
* [util] Add 64-bit lzcnt
* [build] Disable assertions for release builds
* Mon Mar 23 2020 obs-service-tar-scmAATTinvalid- Update to version 1.6~git20200322:
* [util] Set enableRtOutputNaNFixup for Super Monkey and Yooka-Laylee
* [d3d11] Fix winelib build
* Wed Mar 18 2020 obs-service-tar-scmAATTinvalid- Update to version 1.5.5~git20200318:
* [d3d9] Allow arbitrary backbuffer/adapter formats
* [d3d9] Allow multisampled depth stencil resolves in StretchRect
* [build] Specify C++ std manually in meson build
* [d3d11] Initialize all D3D11ContextState members
* [util] Use SwitchToThread for yield
* [dxvk] Factor out waiting for resource to become idle
* [util] Add generic recursive spinlock
* [util] Add generic spin function
* [meta] use c++latest only for old versions of MSVC
* [d3d10] Create type reflection objects on demand
* [d3d10] Create variable reflection objects on demand
* [d3d10] Create constant buffer reflection objects on demand
* [d3d9] Hook WM_NCCALCSIZE to get rid of fullscreen non-client areas.
* [tests] Add some d3d9 srgb format tests
* [d3d9] Don\'t check IsNull for depth stencil views
* [d3d9] Optimize unnecessary loops in hazard tracking
* [d3d9] Avoid multiple tzcnts per loop in hazard tracking
* [d3d9] Handle depth stencil hazards
* [d3d9] Add IsDepthStencil helper to D3D9CommonTexture
* [d3d9] Add RT suffix to current hazard tracking
* [d3d9] Implement A2W10V10U10 format via conversion
* [d3d9] Implement X8L8V8U8 format via conversion
* [d3d9] Use a common header for cs conversion helpers
* [dxvk] Fix dumb typo in changeImageLayout
* [d3d11] Fix buffer view compatibility check
* [d3d11] Fix texture view compatibility check
* [meta] Remove D3D10 HUD restriction in the README D3D10 in the HUD api option is identified correctly since https://github.com/doitsujin/dxvk/commit/be16da37d7c55fce5bfc7885f89a4047a336f4e2
* [d3d9] Don\'t update present region in Reset
* [d3d9] Don\'t use m_monitor in GetDisplayModeEx
* [util] Don\'t set display mode if the desired mode is already set
* [d3d9] Use new common monitor functions
* [dxgi] Use new common monitor functions
* [util] Introduce common functions to set, get and restore display modes
* [util] Factor out common monitor-related functions
* [d3d9] Fix alignment of SubresourceData
* [d3d9] Consolidate format helper code
* [d3d9] Use uniform texel buffers for conversion
* [d3d9] Flush format converter in device after init
* [d3d9] Add missing breaks to format helper switch
* [d3d9] Implement L6V5U5 format via conversion
* [tests] Add a test for L6V5U5 format
* [d3d9] Fix view formats for conversion formats
* Tue Oct 16 2018 Ivan Gonzalez - Release v0.90- Features
* Implemented Stream Output (#695, #135). This fixes rendering issues in a lot of games, most notably missing characters or NPCs in Unity Engine-based games and The Witcher 3, Nvidia Hairworks in The Witcher 3 and Final Fantasy XV, as well as issues in Quake Champions, Overwatch, and other games.- Updated Vulkan drivers and wine builds are required, see this issue for details.- Bug fixes and Improvements
* Assassin\'s Creed Odyssey: Slight reduction of CPU overhead
* Bioshock: Fixed race condition in D3D10 mode (#655)
* Dark Souls 3: Fixed bug causing resolution changes not to be applied correctly
* The Evil Within: Fixed regression causing random geometry to be rendered
* Mon Sep 24 2018 Ivan Gonzalez - Update to version 0.80~git20180924:
* Added State Cache (details below).
* Direct3D Feature Level 11_1 is now supported.
* Minor overall reduction of CPU overhead.
* Mon Sep 03 2018 cain1986AATTgmail.com- Update to version 0.71~git20180903:
* [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
* Revert \"[util] Limit device memory size to 4095 MB for Life is Feudal…
* [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
* [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
* [dxgi] Don\'t use FIFO present mode if IMMEDIATE is not available
* [dxvk] Fix clear compute shaders for 2D array views
* [dxgi] Fix format parameter in CheckImageFormatSupport
* [dxgi] Log display mode changes
* [d3d10] Fix resource type for buffers.
* [util] Limit device memory size to 4095 MB for Life is Feudal MMO
* [dxgi] Add option to limit reported device memory size
* [d3d10] Implement Get/SetTextFilterSize using the behaviour D3D10 exh…
* [meta] Copy verb even when using --no-package
* [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
* Fri Aug 17 2018 cain1986AATTgmail.com- Update to version 0.70~git20180817:
* [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\"
* [build] Mute dllexport GCC warnings for winelib
* Thu Aug 16 2018 cain1986AATTgmail.com- Update to version 0.65~git20180816:
* [d3d11] Fix silly GenerateMips bug
* [d3d11] Fix interface query for ID3D11Predicate
* [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 2018 pousaduarteAATTgmail.com- 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 2018 pousaduarteAATTgmail.com- Update to version 0.65~git20180812:
* [meta] Release v0.65
 
ICM