Script 'mail_helper' called by obssrc Hello community, here is the log from the commit of package dxvk for openSUSE:Factory checked in at 2023-05-15 16:54:44 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Comparing /work/SRC/openSUSE:Factory/dxvk (Old) and /work/SRC/openSUSE:Factory/.dxvk.new.1533 (New) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Package is "dxvk" Mon May 15 16:54:44 2023 rev:8 rq:1087211 version:2.1 Changes: -------- --- /work/SRC/openSUSE:Factory/dxvk/dxvk.changes 2023-05-06 22:09:55.992964406 +0200 +++ /work/SRC/openSUSE:Factory/.dxvk.new.1533/dxvk.changes 2023-05-15 16:54:57.540384553 +0200 @@ -1,0 +2,57 @@ +Fri May 5 22:16:37 UTC 2023 - Björn Bidar <bjorn.bi...@thaodan.de> + +- Keep setup_dxvk.sh script that was deleted by upstream. + For more context see: + https://github.com/doitsujin/dxvk/commit/64cb1ad208f80b11400eef779e99fec223754098 +- Update to 2.1 + * HDR support + On systems supporting HDR10 color spaces, HDR can now be + enabled by setting the environment variable DXVK_HDR=1, + or by setting the option dxgi.enableHDR = True in the configuration + file. When using vkd3d-proton 2.8 or newer, this will allow D3D12 + games to detect and use the HDR10 color space if they support it. + + No major Linux desktop environment currently supports HDR. In order + to use this on Linux, a Gamescope session with --hdr-enabled is required. + This is currently only supported under AMDGPU and requires kernel patches + from the josh-hdr-colorimetry branch. + + * Shader compilation improvements + Use of pipeline libraries was extended to pipelines with tessellation or + geometry shaders in order to further reduce stutter. Additionally, more features + of the VK_EXT_extended_dynamic_state3 extension are leveraged to reduce stutter + in some situations when MSAA is used, provided that the Vulkan driver supports them. + + * Sample rate shading + For older games that support MSAA, the d3d9.forceSampleRateShading and + d3d11.forceSampleRateShading options were added to let users enable + sample rate shading for all shaders. This will have a very high + impact on GPU-bound performance, but may increase overall image quality + in certain games that suffer from specular aliasing or shimmering alpha-tested geometry. + * Improved D3D11 command submission logic in order to make overall performance more consistent, + and to bring DXVK's behaviour more in line with native D3D11 drivers. + * Fixed D3D11 reference counting issues around 2D textures. (#3169) + * Fixed Vulkan validation errors when creating DXGI_FORMAT_A8_UNORM UAVs. + Note that UAVs of this format may not work as expected. + * Fixed Vulkan validation errors that would occur when allocating dedicated image memory + on Nvidia GPUs in some situations. + * Fixed Vulkan validation errors caused by broken timeline semaphores on 32-bit Proton. + * Worked around an issue with the Uplay overlay being stuck on screen. (#3146) + * Worked around a bug in AMD's Windows driver as well as AMDVLK that would + cause numerous games to crash since DXVK 2.0. (#3172) + * Fewer threads will be used to perform background optimization of graphics pipeines. + This may result in a smoother gameplay experience on some systems. + * Ashes of the Singularity: Fixed performance regression caused by suboptimal descriptor set allocation. + * Battlefield: Bad Company 2: Fixed flickering (#3078, PR #3079) + * Cardfight!! Vanguard: Fixed rendering (PR #3068). + * Gujian 3: Fixed rendering issues on some GPUs. (#1784) + * Resident Evil 4 HD: Fixed invalid Vulkan usage causing a GPU hang on RADV. (PR #3089) + * Saints Row: The Third: Fixed a severe performance issue with rain when using the D3D9 renderer. + (#2473, PR #3158) + * Sekiro: Shadows Die Twice: Fixed stuttering issues on Nvidia GPUs. (#3179) + * Sonic Frontiers: Worked around a game bug that would cause shadows to flicker when GPU-bound. + * Supreme Commander: Forged Alliance: Fixed a crash after loading (#3058, PR #3060) + * Note: Due to changes to our DXGI implementation, older versions of vkd3d-proton (prior to 2.8) + will no longer work with this version of DXVK. + +------------------------------------------------------------------- Old: ---- dxvk-2.0.tar.gz New: ---- dxvk-2.1.tar.gz setup_dxvk.sh ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Other differences: ------------------ ++++++ dxvk.spec ++++++ --- /var/tmp/diff_new_pack.TMk6ep/_old 2023-05-15 16:54:58.140387865 +0200 +++ /var/tmp/diff_new_pack.TMk6ep/_new 2023-05-15 16:54:58.144387886 +0200 @@ -17,7 +17,7 @@ Name: dxvk -Version: 2.0 +Version: 2.1 Release: 0 Summary: Vulkan-based D3D11 implementation for Linux / Wine License: zlib-acknowledgement @@ -25,6 +25,7 @@ URL: https://github.com/doitsujin/dxvk Source0: %{name}-%{version}.tar.gz Source1: baselibs.conf +Source2: setup_dxvk.sh BuildRequires: gcc BuildRequires: gcc-c++ @@ -82,7 +83,7 @@ sed \ -e 's|basedir=.*|basedir="%{_libexecdir}/%{name}"|g' \ -e 's|x32|lib|g' -e 's|x64|lib64|g' \ - setup_dxvk.sh > %{buildroot}%{_libexecdir}/%{name}/bin/setup_dxvk.sh + %{SOURCE2}> %{buildroot}%{_libexecdir}/%{name}/bin/setup_dxvk.sh ln -s %{_libexecdir}/%{name}/bin/setup_dxvk.sh %{buildroot}%{_bindir}/wine%{name} #install dxvk proper ++++++ dxvk-2.0.tar.gz -> dxvk-2.1.tar.gz ++++++ ++++ 21915 lines of diff (skipped) ++++++ setup_dxvk.sh ++++++ #!/bin/bash # default directories dxvk_lib32=${dxvk_lib32:-"x32"} dxvk_lib64=${dxvk_lib64:-"x64"} # figure out where we are basedir="$(dirname "$(readlink -f "$0")")" # figure out which action to perform action="$1" case "$action" in install) ;; uninstall) ;; *) echo "Unrecognized action: $action" echo "Usage: $0 [install|uninstall] [--without-dxgi] [--symlink]" exit 1 esac # process arguments shift with_dxgi=true file_cmd="cp -v --reflink=auto" while (($# > 0)); do case "$1" in "--without-dxgi") with_dxgi=false ;; "--symlink") file_cmd="ln -s -v" ;; esac shift done # check wine prefix before invoking wine, so that we # don't accidentally create one if the user screws up if [ -n "$WINEPREFIX" ] && ! [ -f "$WINEPREFIX/system.reg" ]; then echo "$WINEPREFIX:"' Not a valid wine prefix.' >&2 exit 1 fi # find wine executable export WINEDEBUG=-all # disable mscoree and mshtml to avoid downloading # wine gecko and mono export WINEDLLOVERRIDES="mscoree,mshtml=" wine="wine" wine64="wine64" wineboot="wineboot" # $PATH is the way for user to control where wine is located (including custom Wine versions). # Pure 64-bit Wine (non Wow64) requries skipping 32-bit steps. # In such case, wine64 and winebooot will be present, but wine binary will be missing, # however it can be present in other PATHs, so it shouldn't be used, to avoid versions mixing. wine_path=$(dirname "$(which $wineboot)") wow64=true if ! [ -f "$wine_path/$wine" ]; then wine=$wine64 wow64=false fi # resolve 32-bit and 64-bit system32 path winever=$($wine --version | grep wine) if [ -z "$winever" ]; then echo "$wine:"' Not a wine executable. Check your $wine.' >&2 exit 1 fi # ensure wine placeholder dlls are recreated # if they are missing $wineboot -u win64_sys_path=$($wine64 winepath -u 'C:\windows\system32' 2> /dev/null) win64_sys_path="${win64_sys_path/$'\r'/}" if $wow64; then win32_sys_path=$($wine winepath -u 'C:\windows\system32' 2> /dev/null) win32_sys_path="${win32_sys_path/$'\r'/}" fi if [ -z "$win32_sys_path" ] && [ -z "$win64_sys_path" ]; then echo 'Failed to resolve C:\windows\system32.' >&2 exit 1 fi # create native dll override overrideDll() { $wine reg add 'HKEY_CURRENT_USER\Software\Wine\DllOverrides' /v $1 /d native /f >/dev/null 2>&1 if [ $? -ne 0 ]; then echo -e "Failed to add override for $1" exit 1 fi } # remove dll override restoreDll() { $wine reg delete 'HKEY_CURRENT_USER\Software\Wine\DllOverrides' /v $1 /f > /dev/null 2>&1 if [ $? -ne 0 ]; then echo "Failed to remove override for $1" fi } # copy or link dxvk dll, back up original file installFile() { dstfile="${1}/${3}.dll" srcfile="${basedir}/${2}/${3}.dll" if [ -f "${srcfile}.so" ]; then srcfile="${srcfile}.so" fi if ! [ -f "${srcfile}" ]; then echo "${srcfile}: File not found. Skipping." >&2 return 1 fi if [ -n "$1" ]; then if [ -f "${dstfile}" ] || [ -h "${dstfile}" ]; then if ! [ -f "${dstfile}.old" ]; then mv -v "${dstfile}" "${dstfile}.old" else rm -v "${dstfile}" fi $file_cmd "${srcfile}" "${dstfile}" else echo "${dstfile}: File not found in wine prefix" >&2 return 1 fi fi return 0 } # remove dxvk dll, restore original file uninstallFile() { dstfile="${1}/${3}.dll" srcfile="${basedir}/${2}/${3}.dll" if [ -f "${srcfile}.so" ]; then srcfile="${srcfile}.so" fi if ! [ -f "${srcfile}" ]; then echo "${srcfile}: File not found. Skipping." >&2 return 1 fi if ! [ -f "${dstfile}" ] && ! [ -h "${dstfile}" ]; then echo "${dstfile}: File not found. Skipping." >&2 return 1 fi if [ -f "${dstfile}.old" ]; then rm -v "${dstfile}" mv -v "${dstfile}.old" "${dstfile}" return 0 else return 1 fi } install() { installFile "$win64_sys_path" "$dxvk_lib64" "$1" inst64_ret="$?" inst32_ret=-1 if $wow64; then installFile "$win32_sys_path" "$dxvk_lib32" "$1" inst32_ret="$?" fi if (( ($inst32_ret == 0) || ($inst64_ret == 0) )); then overrideDll "$1" fi } uninstall() { uninstallFile "$win64_sys_path" "$dxvk_lib64" "$1" uninst64_ret="$?" uninst32_ret=-1 if $wow64; then uninstallFile "$win32_sys_path" "$dxvk_lib32" "$1" uninst32_ret="$?" fi if (( ($uninst32_ret == 0) || ($uninst64_ret == 0) )); then restoreDll "$1" fi } # skip dxgi during install if not explicitly # enabled, but always try to uninstall it if $with_dxgi || [ "$action" == "uninstall" ]; then $action dxgi fi $action d3d9 $action d3d10core $action d3d11