Script 'mail_helper' called by obssrc Hello community, here is the log from the commit of package dxvk for openSUSE:Factory checked in at 2025-03-14 23:51:35 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Comparing /work/SRC/openSUSE:Factory/dxvk (Old) and /work/SRC/openSUSE:Factory/.dxvk.new.19136 (New) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Package is "dxvk" Fri Mar 14 23:51:35 2025 rev:15 rq:1252974 version:2.6 Changes: -------- --- /work/SRC/openSUSE:Factory/dxvk/dxvk.changes 2025-01-14 16:24:56.271704025 +0100 +++ /work/SRC/openSUSE:Factory/.dxvk.new.19136/dxvk.changes 2025-03-14 23:51:57.948315006 +0100 @@ -1,0 +2,76 @@ +Fri Mar 14 03:16:11 UTC 2025 - Simon Vogl <[email protected]> + +- Update to 2.6: + * Worked around a common game bug that would cause garbled + output on Nvidia when using MSAA + * This affects games such as Assassin's Creed 3 / Black Flag, + Watch Dogs, Stalker: Clear Sky, and others + * Note: This may have a small impact on performance and memory + usage in affected games, including on AMD GPUs, where this + issue did not manifest in rendering issues due to hardware + details + * Potentially improved GPU-bound performance in games that use + NVAPI UAVOverlap feature, such as Baldurs Gate 3 + * While this feature was supported before, our previous + implementation was too conservative + * Note: Like other vendor extensions, this does not work on + Windows + * Removed d3d11.dcSingleUseMode option. Submitting deferred + command lists multiple times will now behave as expected by + default + * Note: This may increase memory usage in some games. Fixes + rendering issues in Cardfight!! Vanguard Dear Days 2 + * Slightly improved GPU-bound performance in modern games that + extensively use pixel shader UAVs, such as Trine 5 + * Slightly reduced CPU overhead in some games that use resource + binding methods inefficiently, such as God of War + * Fixed layered D3D11 video processor view creation + * Added support for the ID3D11On12Device1 interop interface + * Clanfolk: Worked around a game bug that would cause missing + geometry on Intel + * Kingdom Come: Deliverance: Fixed a case of invalid Vulkan + usage + * Watch Dogs 2: Worked around a game bug that would cause the + sky to flicker on RDNA3 GPUs + * Fixed a race condition that could lead to crashes in games + doing multi-threaded asset loading + * Fixed various issues that would occur when disabling shader + support via the d3d9.shaderModel option + * Fixed an issue where games using both software and hardware + cursors would not transition between the two smoothly + * Fixed a regression that would cause textures to not be bound + correctly in some games + * Fixed an issue where games that request half-rate Vsync would + run at quarter-rate instead + * Fixed minor issues that would cause wine test failures + * CivCity: Rome: Added vendor ID override to make the game + render shadows on Intel GPUs + * Global Operations: Fixed rendering issues + * Need For Speed: Hot Pursuit 2: Fixed missing fog + * Silent Hill 2: Fixed an issue where the menu would render + incorrectly with the Silent HIll 2 Enhancements mod + * Tom Clancy's Splinter Cell: Worked around alt+tab and shadow + rendering issues + * Trainz v1.3: Worked around alt+tab issue + * Reworked Vulkan swapchain implementation to be more robust + * Improved efficiency of multisample resolves on tiling GPUs + * Fixed a regression introduced in DXVK 2.5 that would cause + memory allocation errors on certain unified memory setups, + including the Qualcomm proprietary driver + * Note: This does not mean that DXVK will officially support + Android, or proprietary mobile drivers + * Fixed a crash if an application unloads the SetupAPI DLL. This + issue affected various AdvHD-based visual novels + * Fixed an issue where software rasterizers such as Lavapipe + would not be considered when setting DXVK_FILTER_DEVICE_NAME + * Resource initialization is now always performed on the + asynchronous transfer queue if possible, and no longer uses + additional memory on drivers that support Vulkan sparse + residency features. This may save up to 64 MiB of VRAM in some + games + * Worked around an std::regex bug that would cause games to + instantly crash when using Japanese locale + * Worked around potential 32-bit crashes caused by stack + alignment issues in GCC-compiled binaries + +------------------------------------------------------------------- Old: ---- dxvk-2.5.3.tar.gz New: ---- dxvk-2.6.tar.gz ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Other differences: ------------------ ++++++ dxvk.spec ++++++ --- /var/tmp/diff_new_pack.0BgBJY/_old 2025-03-14 23:52:00.024401483 +0100 +++ /var/tmp/diff_new_pack.0BgBJY/_new 2025-03-14 23:52:00.044402316 +0100 @@ -17,7 +17,7 @@ Name: dxvk -Version: 2.5.3 +Version: 2.6 Release: 0 Summary: Vulkan-based Direct3D 8/9/10/11 implementation for Linux / Wine License: zlib-acknowledgement ++++++ dxvk-2.5.3.tar.gz -> dxvk-2.6.tar.gz ++++++ ++++ 333207 lines of diff (skipped) ++++++ dxvk.obsinfo ++++++ --- /var/tmp/diff_new_pack.0BgBJY/_old 2025-03-14 23:52:04.832601763 +0100 +++ /var/tmp/diff_new_pack.0BgBJY/_new 2025-03-14 23:52:04.868603263 +0100 @@ -1,5 +1,5 @@ name: dxvk -version: 2.5.3 -mtime: 1736781620 -commit: c707d9026f33b6ab89639f154b6ac5f6326fa037 +version: 2.6 +mtime: 1741859541 +commit: ad253b8a7e20b7cf16fce7d1c505928a434eac29
