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here is the log from the commit of package dxvk for openSUSE:Factory checked in 
at 2026-08-17 16:58:04
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Comparing /work/SRC/openSUSE:Factory/dxvk (Old)
 and      /work/SRC/openSUSE:Factory/.dxvk.new.1258 (New)
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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
 

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