Script 'mail_helper' called by obssrc Hello community, here is the log from the commit of package dxvk for openSUSE:Factory checked in at 2026-08-17 16:58:04 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Comparing /work/SRC/openSUSE:Factory/dxvk (Old) and /work/SRC/openSUSE:Factory/.dxvk.new.1258 (New) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Package is "dxvk" Mon Aug 17 16:58:04 2026 rev:19 rq:1371428 version:3.0.2 Changes: -------- --- /work/SRC/openSUSE:Factory/dxvk/dxvk.changes 2025-12-31 10:47:23.018376106 +0100 +++ /work/SRC/openSUSE:Factory/.dxvk.new.1258/dxvk.changes 2026-08-17 17:01:47.313958898 +0200 @@ -1,0 +2,161 @@ +Sat Aug 15 17:36:00 UTC 2026 - Björn Kettunen <[email protected]> + +- Update to version 3.0.2: + * Hang debugging + In case of a GPU hang or driver crash resulting in VK_ERROR_DEVICE_LOST errors, + the environment variable DXVK_DEBUG=hang can now be used to help narrow down the crash location. + Resulting log files may provide useful information in bug reports. This works best on AMD and Nvidia GPUs. + See PR gh#doitsujin/dxvk#5790 for details. + + * Bug fixes and Improvements + + * Worked around a performance regression in games that create a new DXGI factory every single frame. + * This affects Dying Light: The Beast with FSR enabled, and potentially other D3D12 games. + * Granblue Fantasy Relink: Fixed spurious GPU hangs on Nvidia, may affect other games. (gh#doitsujin/dxvk#5785) + * Halo CE: Worked around a game bug causing rendering issues. (PR gh#doitsujin/dxvk#5783) + * Overwatch: Fixed potential swapchain issue when running at non-native resolutions. (PR gh#doitsujin/dxvk#5794) + * Splinter Cell: Chaos Theory: Worked around a game bug that would cause night vision to misrender. (gh#doitsujin/dxvk#5780) + +- Changes from 3.0.1 + * Bug fixes and Improvements + + * Disabled secondary command buffer usage on all desktop GPUs. + This may slightly impact performance in a small number of games with suboptimal MSAA resolve patterns, + but has been a constant source of hard-to-debug rendering issues and GPU hangs, and the main benefits are only seen on tiling GPUs anyway. + * Fixed a rendering regression affecting numerous D3D9 games (including Black Mesa, Gothic 3 and GTA IV) on some drivers. (gh#doitsujin/dxvk#5732, gh#doitsujin/dxvk#5768) + * Fixed a crash when games unload D3D libraries while the D3D device is still alive. (gh#doitsujin/dxvk#5743) + * Fixed an issue that would cause stuttering on 32-bit Nvidia drivers with descriptor heaps enabled. + * Improved GPU synchronization around stream output. This may affect older Unity Engine games using D3D11. + * Worked around a Windows-specific issue where sampler creation would fail on Nvidia. (gh#doitsujin/dxvk#5744) + * Note: The root cause is not known, but may be linked to external overlays. + * Worked around a Windows-specific Intel driver bug that would cause all games to hang after + a short time with graphics pipeline libraries enabled. (gh#doitsujin/dxvk#5742, gh#doitsujin/dxvk#5756, PR gh#doitsujin/dxvk#5757) + * Empire Earth 2: Fixed a regression where certain fixed-function setups were not handled correctly. (gh#doitsujin/dxvk#5730) + * Fallout 3: Fixed shader compiler regression that would cause rendering issues with MSAA. (gh#doitsujin/dxvk#5758) + * Fruit Ninja: Fixed long-standing lighting issue. (gh#doitsujin/dxvk#2480, PR gh#doitsujin/dxvk#5765) + * Kane & Lynch: Dead Men: Fixed severe performance regression. (gh#doitsujin/dxvk#5638, PR gh#doitsujin/dxvk#5764) + * King's Bounty: The Legend: Fixed performance regression. (PR gh#doitsujin/dxvk#5764) + * Manhunt: Enabled 60 FPS limit to work around game issues. (PR gh#doitsujin/dxvk#5760) + * Splinter Cell 3: Fixed a rendering regression when enabling the Shader Model 3.0 option. (gh#doitsujin/dxvk#5754) + * Total War: Medieval II: Fixed a water rendering regression. (gh#doitsujin/dxvk#5763) + + Note: An ANV driver issue was discovered that may lead to GPU hangs in some D3D9 games on Intel Alchemist GPUs and older + (see Mesa issue and MR). As a workaround, DXVK now enables descriptor buffers on those GPUs by default, + however this will negatively performance. Affected users are advised to keep graphics drivers up to date. + +- Changes from 3.0 + * Shader compiler changes + DXVK now uses dxbc-spirv for shader compilation, + replacing the legacy shader translation code for all supported shader models. + This fixes a number of issues that were previously impossible to address: + + * Rendering issues in games that are caused either by games relying on undefined behaviour, + or by FXC generating invalid code in some cases, + as seen in Postal: Brain Damaged (gh#doitsujin/dxvk#3488) and Snowrunner (see Mesa issue glfo#mesa/mesa#13251). + * The generated code is more compact than naively translated SPIR-V, + which substantially reduces DXVK's memory footprint. + In games such as Overwatch or God of War, this can save around 1 GiB of system memory. + * Shader compilation is now fully offloaded to worker threads, + which can reduce the start-up time in games such as Days Gone and Final Fantasy XIV, + or reduce stutter in some cases. Previously, + * DXVK would perform the SPIR-V translation on the application thread + and only compile the actual Vulkan pipelines on workers. + DXVK's own intermediate representation of compiled shaders is now cached on disk inside + the AppData/Local directory of the current Wine prefix. + This is necessary because compile times have increased compared to the old compiler. + The cache path can be changed with the environment variable DXVK_SHADER_CACHE_PATH. + + Shader Model 1-3 support for D3D9 was implemented by @K0bin. + Note: Outside of specific edge cases, the new compiler is not expected to improve overall performance. + For developers: When making changes to the shader compiler, set DXVK_SHADER_CACHE=0 to avoid loading stale shaders. + + * Descriptor heaps + The new Vulkan extension VK_EXT_descriptor_heap is now used by default on drivers that support it. + + Compared to the older binding model implementation based on VK_EXT_descriptor_buffer, + this new model is expected to achieve roughly the same level of CPU-bound performance, + while reducing the GPU-bound performance penalty observed on Nvidia GPUs. + The descriptor buffer path introduced in DXVK 2.7 is thus deprecated and will be removed in a future release. + + Note: For Nvidia drivers, version 595.84 or newer is required for this feature to work. + The feature is disabled on older drivers due to performance regressions. + DXVK will print the log message info: Binding model: Descriptor heap if the extension is used. + + * D3D9 changes + + * Fixed-function pipeline + In order to emulate the legacy fixed-function pipeline that allows D3D8 and D3D9 games to perform rendering without shaders, + DXVK previously generated its own shaders code on the fly based on pipeline state. + In some games, such as Unreal Tournament 2004, + this could lead to noticeable stuttering even after prolonged periods of gameplay. + + To fix this, DXVK now implements the fixed-function pipeline as a pair of ubershaders, + for which optimized variants are compiled in the background as the game sets up different fixed-function setups. + For more details, see PR gh#doitsujin/dxvk#5192. + + * Buffer upload optimizations + In order to more closely match Windows behaviour, + various types of buffers that were previously placed directly in VRAM are now uploaded on demand, + and a strategy was implemented to limit the amount of memory in flight, + which fixes address space-related crashes in a number of 32-bit D3D9 games. See PR gh#doitsujin/dxvk#5350 for details. + + Note: These changees may also improve performance on systems without Resizeable BAR in games such as GTA IV. + + * Other changes + + * Shared resources + Shared resources now work on Wine's upstream implementation, and no longer require Proton-specific patches. (PR gh#doitsujin/dxvk#5257). + + The legacy path will continue to work for the time being to not unnecessarily break older Proton versions, + but will likely be dropped in a future release. + + * Frame rate limiter + The environment variable DXVK_FRAME_RATE to enable the built-in frame rate limiter was removed. + Users are encouraged to use external limiters such as those of Gamescope or Mangohud instead, + which will usually provide a smoother experience. + + Users that wish to keep using the built-in limiter can use the configuration option dxvk.maxFrameRate = n. + + * Bug fixes and Improvements + + * Fixed a number of minor Vulkan validation errors. + * Fixed various issues with software vertex processing in D3D8/9, + including games such as Vietcong or The I of the Dragon. (PR gh#doitsujin/dxvk#5656) + * Fixed incorrect D3D8/9 fixed-function fog calculations in some cases. This affects Sea Dogs. (gh#doitsujin/dxvk#5165) + * If supported by the driver, VK_EXT_border_color_swizzle is now used to fix border color behaviour + for various emulated D3D9 texture formats. (gh#doitsujin/dxvk#5388, PR gh#doitsujin/dxvk#5390) + * Reduced unnecessary GPU synchronization to allow overlapping mutliple independent render passes, + as well as render passes with compute shaders. This is especially effective on systems that support VK_KHR_unified_image_layouts, + and can improve GPU-bound performance in games such as Dirt Rally 2. + * The asynchronous transfer queue is now used more aggressively to perform resource uploads into VRAM. (PR gh#doitsujin/dxvk#5713) + * The D3D11 Class Linkage feature is now supported. + No games are known to use this feature, but some demo applications that do use it should work now. + * Optimized various common D3D9 code paths to reduce CPU overhead. This helps games such as Resident Evil 6. + * Optimized D3D9 shader constant uploads to reduce memory usage and improve performance. (PR gh#doitsujin/dxvk#5686, gh#doitsujin/dxvk#5689) + * DXVK will no longer spoof the vendor ID of Intel GPUs via DXGI for games shipping with XeSS 2. + This spoofing was only necessary with older XeSS versions, but started causing issues with various D3D12 titles. + * Bioshock Infinite: Fixed a long-standing issue where the game would exhaust the sampler pool and start flickering. (PR gh#doitsujin/dxvk#5376) + * Borderlands 2: Fix flickering grass when enabling anisotropic filtering. (gh#doitsujin/dxvk#5441, PR gh#doitsujin/dxvk#5549) + * Colin McRae Rally 3: Fix broken rendering with SilentPatch. (gh#doitsujin/dxvk#4803, PR gh#doitsujin/dxvk#5213) + * Fallout New Vegas: Fixed depth resolve issue with certain mods. (gh#doitsujin/dxvk#5665) + * Insurgency & Counter-Strike: Global Offensive: Worked around engine bug causing missing textures. (PR gh#doitsujin/dxvk#5602) + * Jump Space: Worked around a case of undefined behaviour that would lead to artifacting around objects in certain scenes. + * Max Payne: Fixed a crash when launching the game with more than one monitor connected. (PR gh#doitsujin/dxvk#5221) + * Railroad Tycoon 3: Fixed Z-fighting issues on terrain. (gh#doitsujin/dxvk#4114) + * Sang-Froid: Tales of Werewolves: Fixed various issues with fixed-function lighting. + * Splinter Cell 4: Worked around an issue where the game does not render correctly when it detects AMD GPUs. (gh#doitsujin/dxvk#5729) + * The Sims 3: Worked around an issue where the game would deliberately lower shadow quality on AMD cards. + * Total War: Pharaoh: Worked around a game bug that would cause the main menu to flicker, + and worked around a major performance issue that is caused by questionable shader code when MSAA is enabled. (PR gh#doitsujin/dxvk#5517) + * Witch on the Holy Night: Fixed drop-down shadows in the gallery not displaying properly. (gh#doitsujin/dxvk#3785) + * World of Final Fantasy: Worked around an issue where the game deliberately decides not to render water + and certain character hair when detecting an AMD GPU. + + * Driver support + Many of the features and extensions added in Vulkan 1.4 are now required. + In practice, this means that a driver recent enough to support Vulkan 1.4 is now also needed to run DXVK. + The Driver Support page was updated accordingly. + + This is not scary, just make sure your drivers aren't several years out of date. + +------------------------------------------------------------------- Old: ---- dxvk-2.7.1.obscpio New: ---- dxvk-3.0.2.obscpio ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Other differences: ------------------ ++++++ dxvk.spec ++++++ --- /var/tmp/diff_new_pack.Hlr0I1/_old 2026-08-17 17:01:48.147988366 +0200 +++ /var/tmp/diff_new_pack.Hlr0I1/_new 2026-08-17 17:01:48.151988507 +0200 @@ -1,7 +1,7 @@ # # spec file for package dxvk # -# Copyright (c) 2025 SUSE LLC and contributors +# Copyright (c) 2026 SUSE LLC and contributors # # All modifications and additions to the file contributed by third parties # remain the property of their copyright owners, unless otherwise agreed @@ -17,7 +17,7 @@ Name: dxvk -Version: 2.7.1 +Version: 3.0.2 Release: 0 Summary: Vulkan-based Direct3D 8/9/10/11 implementation for Linux / Wine License: zlib-acknowledgement ++++++ dxvk-2.7.1.obscpio -> dxvk-3.0.2.obscpio ++++++ ++++ 905391 lines of diff (skipped) ++++++ dxvk.obsinfo ++++++ --- /var/tmp/diff_new_pack.Hlr0I1/_old 2026-08-17 17:01:53.499177435 +0200 +++ /var/tmp/diff_new_pack.Hlr0I1/_new 2026-08-17 17:01:53.503177576 +0200 @@ -1,5 +1,5 @@ name: dxvk -version: 2.7.1 -mtime: 1756549193 -commit: c3dd74be6baec53786d4e064a572185b70347a17 +version: 3.0.2 +mtime: 1784324514 +commit: 6b20f622a77b87b2921fe5d2c1774d2f2ba3e9b7
