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File dxvk.changes of Package dxvk
------------------------------------------------------------------- Fri Jul 12 18:49:08 UTC 2024 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 2.4: + Packaging changes: Update dxvk_setup/setup_dxvk to install/uninstall d3d8 + D3D8 support D8VK is now part of DXVK, and implements D3D8 largely on top of the existing D3D9 implementation. Please refer to pull request #3411 for further details. + Native WSI changes dxvk-native now supports multiple window system backends that the application can choose between at runtime. Refer to the corresponding pull request #3738 for details. In addition, proper ABI versioning has been added for native libraries. + Non-native refresh rate emulation In environments where the display mode cannot be changed (e.g. Proton), it is possible that DXVK reports a different refresh rate to the game than what the display is currently running at. This is problematic for games that require to be run at 60 FPS but do not limit their frame rate when using a 60 Hz display mode. To work around this, the frame rate limiter will now be engaged automatically if a game runs in full-screen mode with vertical synchronization enabled, and if the detected frame rate over a short period of time is higher than the refresh rate of the selected display mode. This also applies to D3D12 when using vkd3d-proton as of commit 80f6c46 or later. In case a game runs at a lower rate than expected and does not provide an in-game option to change refresh rate, this behaviour can be disabled by setting d3d9.maxFrameRate = -1 (or the corresponding dxgi option for D3D10+ games). Setting DXVK_FRAME_RATE also overrides this behaviour as usual. + Bug fixes and Improvements Fixed various issues with D3D9 fixed-function texture coordinate processing (PR #4015, PR #4026). Fixed pipeline layout compatibility issues when using graphics pipeline libraries, which would cause crashes or rendering issues on AMD's official drivers with pipeline libraries enabled. If supported, VK_NV_descriptor_pool_overallocation will now be used to potentially save small quantities of descriptor memory. Improved descriptor pool management in general to save memory in case a game renders without ever presenting to the screen. Improved video processor blit functionality (PR #3970 PR #3984) Improved compatibility to third-party mods hooking various DXGI entry points (PR #3966, #3968). Battlefield 2, 2142: Work around hang on alt+tab (PR #4109). Dead Space 2: Work around issues caused by the game's Vsync implementation (PR #4071). Dragonshard: Work around performance issues (PR #4079). Fallout 4: Work around an issue with the game locking itself to 45 FPS on Steam Deck OLED. Fallout New Vegas: Fix rendering issues when using certain mods (PR #4079). Ghostbusters Remastered: Work around flickering character faces (#4045, PR #4046). Gothic 3: Fix shadow rendering issues caused by incorrectly reported format support (#3980, PR #3991). Guild Wars 2: Work around a flickering issue (PR #3992). Prototype: Work around broken shadow rendering if the game detects an AMD or Intel GPU (#4008, PR #4011). Star Citizen: Work around an issue with the game's UMD version check (PR #3985). The Sims 2: Work around low CPU-bound performance in some situations. Tomb Raider Legend: Work around flickering character issues (PR #4105). Red Faction Guerrila Remastered: Work around sky box rendering issues (#3696, PR #3972). Rise of Nations: Work around crash on alt+tab (PR #4117). Watch Dogs, Watch Dogs 2: Work around flickering character issues (PR#4059, PR #4090). WRC 4: Enable 60 FPS limit to work around audio issues (PR #4099). ------------------------------------------------------------------- Thu Mar 28 18:00:35 UTC 2024 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 2.3.1: + Features If supported by the driver, DXVK will now use the VK_NV_raw_access_chains extensions to allow more efficient shader code generation on specifically on Nvidia GPUs. This is intended to close the gap to Windows performance drivers specifically in D3D11 games in GPU-bound scenarios, but not all games will see an improvement. Note: This extension is currently only supported on Vulkan beta drivers, version 550.40.55 or later, and currently requires Proton Experimental. + Bug fixes and Improvements Fixed invalid SPIR-V being generated for Renderdoc internal D3D11 shaders. Fixed undefined behaviour with out-of-bounds constant buffer loads with dynamic indices. Fixed HDR not being enabled for DXGI_FORMAT_R16G16B16A16_FLOAT swap chains. Reworked the dxgi.syncInterval option to also apply to D3D12 games. Reverted the use of VK_FORMAT_A8_UNORM due to rendering issues in some games. D3D9 games will now set the VkApplicationInfo::applicationVersion field to 1. Reworked how dynamic system memory buffers are copied to the GPU in D3D9 games. (PR #3765) This improves performance in games such as Shank 2 (#3755), Flammable Freddy (#2375) and Blood Rayne (#1828). Only enable alpha to coverage when rendering to a multisampled render target in D3D9. (#3815) This fixes broken lighting in Flatout 3 (#3798) and incorrect dithering in Injustice: Gods Among Us. (#3617) Ace Combat Assault Horizon: Fixed GPU hang on RADV. (#3715, PR #3716) Assassin's Creed 2: Fixed crash on alt tab. (#3653, PR #3763) Battlefield 2, Battlefield 2142: Fixed disappearing spawn and gear selection UI on alt tab. (#3651, PR #3797) Battlestations Midway: Improved performance. (PR #3683) Codename Panzers Phase One/Two: Improved performance. (PR #3812) Dead Space (2008): Fixed diagonally sliced menu on RADV. (Mesa Issue 9126, PR #3764) Granblue Fantasy Relink: Work around a game bug that would cause broken rendering with AMDAGS enabled. Also enabled the dxvk.ignoreGraphicsBarriers option to increase performance in case neither NVAPI nor AGS are loaded. Gujian 2: Fix invisible geometry. (#3838, PR #3839) Kenshi: Improved performance (PR #3776) MySims: Fix mouse selection being off. (#3825, PR #3840) Operation Flashpoint: Red River: Fix missing main menu UI elements. (#2184, PR #3852) SkyDrift: Work around OOM crash on alt tab. (#3639, PR #3689) Sonic CD: Limit to 60 FPS because game speed is tied to the frame rate. (PR #3771) Supreme Ruler Ultimate: Work around game bug causing a freeze on alt tab (#3784, PR #3816) Tales from the Borderlands: Fixed crash. (PR #3664) The Settlers: Fixed crash. (PR #3734) Total War: Medieval 2: Fix black loading screen in windowed mode. (#3724, PR #3843) UK Train Simulator 1: Fix black foliage. (#3780, PR #3782) War Thunder: Fix particle effects not rendering properly. ------------------------------------------------------------------- Tue Sep 5 16:01:27 UTC 2023 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 2.3: + Presentation improvements If VK_KHR_present_wait is supported, and if vertical synchronization is enabled, frame latency events will now be signaled when an image is actually being presented, rather than when rendering work prior to the present request has completed on the GPU. This may reduce input latency in some games, also affects the dxgi.maxFrameLatency and d3d9.maxFrameLatency options. This functionality is also used to more accurately report the number of frames actually presented via DXGI frame statistics. Note: On some platforms and compositors, Vulkan present events may not correspond to the image actually being presented on screen, in which case frame latency is going to remain higher than expected. Additionally, if VK_EXT_swapchain_maintenance1 is supported, enabling and disabling vertical synchronization may no longe require recreating the Vulkan swap chain, which works around severe performance issues in games which change their present interval on a per-frame basis. Note: On Linux, this is currently only supported when running Gamescope with ENABLE_GAMESCOPE_WSI=1 set. + Configuration changes The dxgi.nvapiHack config option was deprecated, and a new option dxgi.hideNvidiaGpu with a slight change in behaviour was added instead, alongside similar options for AMD and Intel GPUs. This allows implementing more targeted application workarounds for issues with e.g. XESS libraries in the future if necessary. Refer to the example configuration for more details. Note: The old dxgi.nvapiHack option still works if dxgi.hideNvidiaGpu is not set, but will be removed in a future release. Additionally, the dxgi.tearFree and d3d9.tearFree options were consolidated into a new dxvk.tearFree option, due to changes in the presentation logic. The old options were removed. + Bug fixes and Improvements Configuration options can now be specified via an environment variable, DXVK_CONFIG. See the README for details (PR #3581). If VK_EXT_depth_bias_control is supported, depth bias scaling will now be correct in most situations. This fixes shadow rendering artifacts in various D3D9 games and is especially important on GPUs that do not support 24-bit depth formats. This affects games such as F.E.A.R. (#1461), Far Cry 2 (#2941) and Assassin's Creed Brotherhood (#2642). If VK_EXT_line_rasterization and its relevant features are supported, smooth or rectangular lines will now be used if requested by the application. This functionality is generally not used by games, but may be useful for applications such as level editors. If VK_KHR_maintenance5 is supported, DXGI_FORMAT_A8_UNORM images will now use the corresponding Vulkan format. D3D9 command submission now works the same way as it does for D3D11, which will lead to more submissions but generally reduces resource readback latency. This may improve performance in games that frequently synchronize with the GPU. Fixed a minor issue with D3D9 feedback loop tracking. Fixed a minor issue with D3D11 stream output (#3634). Fixed a bug and performance issues with the implementation of D3D11 tiled resources. Fixed various issues with reporting HDR metadata. Fixed a crash when compiling D3D9 shaders generated by the vkd3d HLSL compiler. (PR #3616) Implemented keyed mutex synchronization on top of newly added winevulkan functionality (PR #3601, PR #3635). Note: This will only work with recent Proton builds. Added stubs for various D3D9On12 interop interfaces. This is needed for Train Simulator Classic (#3445). Added an interface to allow external libraries, such as NVAPI, to enable HDR in various D3D11 games as well as Elden Ring (PR #3625). Note: This will only work in combination with jp7677/dxvk-nvapi@c3a1c48 or newer. This will not work on Windows. A Total War Saga: TROY: Fixed trees not rendering when MSAA is enabled. Far Cry 2: Fixed crash when using D3D10. Halo Online: Fixed water rendering. (#3594, PR: #3627) Lara Croft and the Temple of Osiris: Fixed deadlock when using Exclusive Fullscreen (#3458). RaceRoom Racing Experience: Fixed a crash when starting a race. (#3386, PR: #3389) Spider Man: Shattered Dimensions: Fixed a regression that caused blocky shadows. (#3593, PR: #3624) Test Drive Unlimited 2: Fixed shadows on grass. (#3469, PR: #3471) The Sims 2: Fixed a regression in DXVK 2.2 that affected terrain rendering. (#3474, PR: #3476) Titanfall: Fixed a crash caused by a miscompiled shader. Tomb Raider Anniversary: Improved performance. (#3438, PR: #3439) ------------------------------------------------------------------- Sat May 13 21:04:25 UTC 2023 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 2.2: + D3D11On12 support In order to enable D3D12 support in recent Unity Engine titles such as Lego Builder's Journey, this release introduces support for creating D3D11 devices from a D3D12 device using D3D11On12CreateDevice, as well as the basic ID3D11On12Device interface. This is achieved by importing the Vulkan device and resource handles from vkd3d-proton into DXVK, and otherwise uses DXVK's existing D3D11 implementation. A vkd3d-proton build as of HansKristian-Work/vkd3d-proton@26c4fed or later is required for this to work. + D3D9 Partial Presentation DXVK now supports presenting to parts of a window by copying the contents of the backbuffer to system memory and then drawing them into the window on the CPU. This improves compatibility with game launchers, particularly those based on Microsoft's WPF toolkit, and some visual novels. It will however come with a noticable performance hit. Additionally, overall behaviour of D3D9 swap chains was improved and the d3d9.noExplicitFrontBuffer option was removed. + Logging changes When running on Proton or plain Wine, DXVK will no longer create log files by default and instead only write log messages to the console using wine-specific functionality, in order to avoid creating unnecessary extra files. This matches vkd3d-proton behaviour. Note that log file creation can be re-enabled by setting the environment variable DXVK_LOG_PATH to a valid path. When filing bug reports, users are encouraged to upload the full Proton log. + Bug fixes and Improvements Warnings about unknown interfaces being queried via QueryInterface will only be logged once in order to avoid growing log files indefinitely in some games. (#3231) Fixed a regression when rendering YUY2 or UYUY texture formats. This fixes in-game videos in Jade Empire (#3182) and Sid Meier's Pirates (#3189) (PR #3342) Fixed an issue wherein threads were not properly destroyed. Fixed Vulkan validation errors caused by incorrect layout tracking when enabling feedback loops for a texture. Fixed Vulkan validation errors caused by 0x0 sized clears in D3D9. D3D9 StateBlocks now only allocate memory for the parts that are actually used. This fixes Total War: Shogun 2 running out of address space when using the D3D9 renderer. (#2703, PR #3248) Improved usage of some VK_EXT_extended_dynamic_state3 features to avoid hitting slow paths on some drivers. Improved enumeration of DXGI outputs on systems with multiple GPUs. This fixes performance issues with recent RE Engine games (D3D12) on such systems. Significantly reduced memory usage in situations where games create unused D3D11 devices. Battle Fantasia Revised Edition: Locked frame rate to 60 FPS to work around game bugs at higher frame rates. (PR #3256) Cold Fear: Fixed missing geometry (#3293, PR #3390) Dawn of Magic 2: Fixed a crash upon start (#3271, PR #3272) DC Universe Online: Fixed a hang after alt-tabbing out and back in. (#3314, PR #3316) Far Cry 2: Work around rendering issues on Intel hardware, as well as low performance on all GPUs. (PR #3241) Halo: The Master Chief Collection: Fixed memory leak due to invalid query usage by the game (PR #3273) Warhammer 40k: Space Marine: Fixed shadow rendering (#3298, PR #3305) ------------------------------------------------------------------- Wed Jan 25 16:11:55 UTC 2023 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 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. Note: D3D11 support is implemented, but not expected to work in most games as they typically require AMDAGS or NVAPI to set up HDR output, rather than using the corresponding DXGI APIs. Additionally, only Nvidia drivers are expected to work on Windows. + 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. Note: Current development builds of RADV will expose VK_EXT_graphics_pipeline_library with the features that DXVK needs if the RADV_PERFTEST=gpl environment variable is set. Note that the implementation is not yet complete and does not support shader caching at this time, but it should generally work with DXVK. + 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. Note: Games that resolve the rendered images inadequately (e.g. performing a linear resolve on HDR render targets) will likely not benefit from this option. + GLFW backend For native Linux builds of DXVK, a GLFW backend was added as a compile-time alternative to the existing SDL2 backend. See PR #3111 for details. + Bug fixes and Improvements 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) Note that this fix does not apply to Windows as it was achieved by loading winevulkan.dll directly instead of the actual Vulkan loader. Note that this change will break Red Dead Redemption 2 with dxvk-nvapi prior to this commit: jp7677/dxvk-nvapi@ac00a42 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. Note that this change does not affect initial shader compiling, as finishing that quickly is crucial to avoid stutter. The state cache file will now only be created when the first pipeline is written to it, in order to avoid empty cache files. This change mostly affects D3D9 games on systems with EXT_graphics_pipeline_library support. 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) + GeneralNotes Note: The setup script setup_dxvk.sh was no longer deemed useful and got removed. This change will only affect users who manually install DXVK into a wine prefix, rather than using it through Proton or Lutris. This package still ships setup_dxvk.sh as provided by Version 2.0. 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. ------------------------------------------------------------------- Fri Nov 11 11:53:17 UTC 2022 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 2.0: + Driver compatibility A Vulkan 1.3 capable driver and wine version are required to run this version of DXVK. Many features in this release, especially the shader compilation changes detailed below, require the use of modern Vulkan features, such as Dynamic Rendering, Extended Dynamic State, and Null Descriptors. Due to the significant changes required to make use of them, it was no longer practical to maintain and test code paths for older drivers which do not support these features. In practice, any system capable of running D3D11 and D3D12 games using Proton Experimental right now will be able to run DXVK 2.0. Note: Third-party Vulkan layers that were not updated for Vulkan 1.3 will no longer work. + D3D9 changes Memory management improvements In order to reduce the likelihood of running out of address space in 32-bit D3D9 games, DXVK will now use memory-mapped files to store shadow copies of textures. This allows us to unmap memory that is not being used by the game, thus freeing up significant amounts of address space, up to several hundred Megabytes. See PR #2663 for implementation details. Note: This change does not affect 64-bit games since address space is not a concern there. It also does not affect D3D10 or D3D11 since resource uploads work differently in those APIs and are much more memory efficient. Render target feedback loops On drivers which support VK_EXT_attachment_feedback_loop_layout, reading from an active render target in D3D9 games is now properly supported, which previously caused rendering artifacts on newer AMD hardware and required driver-level workarounds. This affects a number of games, including GTA IV. Alpha test improvements The D3D9 alpha test implementation was changed to more closely match the behaviour of Nvidia's implementation, which fixes inaccuracies in various games. The d3d9.alphaTestWiggleRoom option was removed, and games that previously required this option should now work correctly by default. + D3D10 changes DXVK previously shipped incomplete implementations of d3d10.dll and d3d10_1.dll, but has not installed them by default since Version 1.6 since wine's implementation provides more features that are needed for D3D10 games to run, including the D3D10 Effects framework. Since our implementation is incomplete and has not been used by Proton or Lutris for a very long time, DXVK will no longer ship these DLLs starting with this release. The D3D10 API itself is still supported via d3d10core.dll. + D3D11 changes Feature support DXVK now exposes D3D11 Feature Level 12_1 with the following newly added features: Tiled Resources up to Tier 3, provided that the corresponding Vulkan sparse binding and sparse residency features are supported Conservative Rasterization up to Tier 3, provided that the corresponding Vulkan conservative rasterization features are supported. Rasterizer Ordered Views, provided that the corresponding Vulkan fragment shader interlock features are supported. While no games are known to use these features directly in D3D11, some games and game launchers rely on feature support being consistent between D3D11 and D3D12 in order to allow users to enable D3D12 in the game options. While our implementation of these feature is generally functional, there may be bugs or performance issues in case a game does use them. Furthermore, DXVK now supports the D3D11_FEATURE_SHADER_CACHE and D3D11_FEATURE_D3D11_OPTIONS5 feature queries. Note: AMD Vulkan drivers do currently not support fragment shader interlock and are limited to feature level 12_0. Note: Intel's ANV driver currently does not support the corresponding Vulkan features and is therefore limited to feature level 11_1. This applies to both DXVK and vkd3d-proton. Device contexts The implementations of ID3D11DeviceContext were refactored so that immediate contexts and deferred contexts no longer use common entry points. This is closer to Windows behaviour and may improve compatibility to third-party libraries and mods that hook into the D3D11 immediate context specifically, and reduces CPU overhead since some frequently used code paths are now more specialized for each context type. State clear and restore methods were optimized to further reduce CPU overhead in games that heavily use deferred contexts, e.g. Assassin's Creed: Origins, or explicitly call ClearState frequently, e.g. God of War. + Shader compilation changes On drivers which support VK_EXT_graphics_pipeline_library, including the IndependentInterpolationDecoration feature, Vulkan shaders will now be compiled at the time the game loads its D3D shaders, rather than at draw time. This reduces or eliminates shader compile stutter in many games. In games that load their shaders during loading screens or in the menu, this can lead to prolonged periods of very high CPU utilization, especially on weaker CPUs. For affected games it is recommended to wait for shader compilation to finish before starting the game to avoid stutter and low performance. Shader compiler activity can be monitored with DXVK_HUD=compiler. Note: The relevant Vulkan features are currently only supported by Nvidia drivers (version 520.56.06 or later). Driver support is expected to improve in the future. State cache interactions This feature largely replaces the state cache. If the given Vulkan features are supported, only pipelines that cannot use the pipeline library feature (e.g. pipelines using tessellation shaders) will be written to and read from the state cache, so newly created state cache files will typically only contain a few dozen to a few hundred pipelines, as opposed to thousands or tens of thousands. If the graphics pipeline library feature is not supported, the state cache will be used the same way as it was in older DXVK versions. Note: State cache files created with DXVK versions prior to 1.4.3 can no longer be used. Note: Despite our efforts, due to the significant changes under the hood, there may be issues when using an older state cache file under some circumstances. If you experience crashes, please test if the game runs with a clean cache file (DXVK_STATE_CACHE=reset) before reporting a bug. Caveats Games which only load their D3D shaders at draw time (e.g. Witcher 3, most Unreal Engine games) will still exhibit some stutter, although it should still be less severe than without this feature. For 32-bit games, the implementation tries to aggressively free Vulkan pipelines in order to save memory. This may cause stutter if the driver's on-disk shader cache is not working properly. On Nvidia drivers, the on-disk shader cache will be significantly larger than with previous versions of DXVK. It may be necessary to bypass the size limit by setting the environment variable __GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1, or setting a new limit manually via __GL_SHADER_DISK_CACHE_SIZE (in bytes). + Linux build support Work from dxvk-native has been upstreamed in order to facilitate native Linux builds of DXVK, which can be used as a drop-in replacement to port D3D applications without having to change rendering code. Note: When porting a D3D11 application, please refer to the Feature support and Developer Guidelines pages on the Wiki to avoid hitting unsupported or slow code paths in DXVK. + Bug fixes and Improvements Improved behaviour of DXGI waitable swap chains. Improved implementation of DXGI frame statistics. Note: The implementation is still not accurate, especially in scenarios with multiple displays or if variable refresh rate is used. Removed limitations on how many resources can be bound at the same time. Removed several workarounds for specific Vulkan drivers or driver versions. This is primarily relevant for Steam's shader pre-caching, as the generated shader code no longer diverges as much depending on the driver version and supported feature set. D3D11 shaders now use the Vulkan memory model in order to more accurately implement UAV coherency rules in compute shaders. Fixed various issuses with the D3D11.3 WriteToSubresource and ReadFromSubresource methods. Fixed various float emulation issues in D3D9 applications. Fixed seamless cube map filtering in D3D9 applications (PR #2889). Fixed issues when rendering to DXGI_FORMAT_A8_UNORM (D3D11) or D3DFMT_A8 (D3D9) render targets with blending enabled. Fixed a bug with dual-source blending when multiple render targets are bound, which could lead to unpredictable results. This affects Elex 2 and potentially other games. Fixed memory allocation logic on Intel integrated graphics. Changed behaviour of the DXVK_STATE_CACHE environment variable, see the README for details. Changed the DXVK_PERF_EVENTS environment variable to DXVK_DEBUG, see the README for details. Alan Wake: Fixed a regression that caused grey rectangles to appear on screen on AMD GPUs. (#2834, PR: #2835) Alice Madness Returns: Fixed an issue with flashing bright spots. (PR: #2939) Anomaly: Warzone Earth: Fixed a deadlock when starting the game. (#1650, PR: #3035) Beyond Good and Evil: Enabled 60 FPS limit to work around game bugs. (PR #2828) Dragon Age Origins: Work around an out of memory issue when alt tabbing out of the game. (#3022, PR: #3023) Empire: Total War: Fixed rendering. (#3017, PR #3018) Final Fantasy XV: Improved performance when VXAO is enabled. Grand Theft Auto IV: Disabled support for DF texture formats to make the game render mirrors in higher quality. Heroes Of Annihilated Empires: Fixed crash. (#2879) Limit King Of Fighters XIII: Enabled 60 FPS limit to work around game bugs. (#2647, PR #2831) Metal Gear Solid V: Ground Zeroes: Work around texture streaming issues on GPUs with 4 GiB or more VRAM. (PR #2867) SiN Episodes: Emergence: Work around an out-of-memory issue caused by the game creating an infinite number of textures. (PR #2907) Sonic Generations: Improved performance by reducing GPU synchronization. (PR: #3009) Spider Man: Shattered Dimensions: Fixed a lighting issue. (#2780, PR: #2782) The Ship: Work around an out-of-memory issue caused by the game creating an infinite number of textures. (#2893, PR #2896) Warhammer Online: Enabled 100 FPS limit on 64-bit executable to work around game bugs. (PR #2902) Ys Seven: Fixed a regression that caused the game to only render a black screen. (PR: #2873) ------------------------------------------------------------------- Wed Aug 3 11:26:42 UTC 2022 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.10.3: This is a minor maintenance release for an upcoming Proton release. New Vulkan extensions are not yet required. + Bug fixes and Improvements Added support for shared fences (PR #2608). This is needed for videos in Halo Infinite to work, alongside corresponding wine and vkd3d-proton patches. Fixed a regression introduced in 1.10.2 that would cause rendering issues in various D3D11 games, including Prey, Bioshock Infinite (#2757), and some others. Need For Speed 3: Fixed Modern Patch not working (#1699). Ninja Blade: Fixed alpha test issues (#2745). Stray: Enabled d3d11.ignoreGraphicsBarriers option to work around some GPU-bound performance issues. Ys Origin: Work around stutter with the game's built-in FPS limiter (#2750, PR #2754). ------------------------------------------------------------------- Thu Jul 14 16:33:41 UTC 2022 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.10.2: + Bug fixes and Improvements Implemented non-seamless cube maps for D3D9 using the VK_EXT_non_seamless_cube_map extension if supported by the driver Fixed an issue with current versions of the Nvidia Vulkan developer driver not using its on-disk shader cache with DXVK Fixed an issue which would cause the state cache file to not be written properly Fixed an issue where incorrect barriers would be emitted for UAV rendering (PR #2696) Fixed an issue where the d3d11.samplerAnisotropy option would apply to the wrong kind of samplers Fixed potential issues when using state caches that were created on a driver with a different feature set Fixed broken stencil resolves in D3D9 Fixed build issues on GCC 12.1 Optimized UAV clears in D3D11 to allow drivers to use image compression more frequently Optimized performance of in-memory compression for SPIR-V shader code Beyond Good and Evil: Work around missing light shafts (#2680) Day Z: Enabled d3d11.cachedDynamicResources option to work around performance issues (PR #2709) Dead Space: Fixed shadow rendering and added 60 FPS lock to work around game bugs (#2704) Dirt Rally: Fixed potential GPU hang due to game bugs in a shader Godfather: Fixed crash on systems that don't support 16x MSAA (#2590) Limbo: Enable 60 FPS limit to work around game bugs (PR #2566) Majesty 2: Work around game bugs causing issues on integrated GPUs and systems with more than 2GB of VRAM (#1542, #PR 2612) Myst V: Work around an issue when the word "Radeon" is not part of the device name on AMD GPUs (#2661) Onechanbara Z2: Chaos: Fixed particle effects and UI elements not displaying properly (#2701) Planetary Annihilation: TITANS: Fixed crash when creating swap chain on a NULL window (PR #2665), as well as a crash due to creating too many internal worker threads (#2670). Plants vs. Zombies Garden Warfare 2: Work around crash when the game detects an AMD GPU (PR #2700) Return of Reckoning: Work around launcher issues (#2568, PR #2579) Scrapland Remastered: Work around black screen issues (#2398, PR #2574) Small Radios Big Televisions: Work around black screen issue (PR #2646) Sonic Adventure 2: Fixed missing particle effects (#2672, PR #2677) SpellForce Platinum Edition: Fixed crash (#2710, PR #2711) Supreme Commander: Fixed missing particle effects (#2638, PR #2682, PR #2684) Star Wars: The Force Unleashed II: Fixed some particle effects not rencering correctly (PR #2584) Star Wars: The Old Republic: Fixed rendering issues (#2676, PR #2681) ------------------------------------------------------------------- Sat Mar 26 21:47:20 UTC 2022 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.10.1: + Features Implemented initial support for shared resources (PR #2516). This fixes video playback in a number of Koei Tecmo games (Atelier series, Nioh 2), as well as the D3D11-based UI in the Windows version of Black Mesa. The required wine patches are currently only available in Proton Experimental. This feature will not be supported on Windows systems. This feature is still experimental and has not been thoroughly tested on all graphics drivers, so issues are to be expected. Currently, only basic 2D texture sharing between D3D9 and D3D11 is supported when using DXVK for both APIs. API features that are currently not supported include: IDXGIKeyedMutex. Documentation is very poor and it's not clear how an implementation is supposed to behave. Resource sharing with D3D12 applications under vkd3d-proton. This may be added in the future. Resource sharing with Vulkan applications. Note: The Black Mesa UI flickers heavily when the game is not GPU-bound. This also happens on Windows to some degree and is a game bug. + Bug fixes and Improvements Added an environment variable DXVK_ENABLE_NVAPI to bypass the vendor ID override. Setting it to 1 behaves exactly the same as setting dxvk.nvapiHack = False in the config file, but may allow for better integration into Lutris or the Proton launch script. (#2544) Improved shader code generation when local arrays are used. This may improve performance on Nvidia drivers in some D3D11 games. Fixed shader code generation when switch-case fallthrough is used in Shader Model 4.0 (#2556). Current FXC versions no longer generate such code. Potentially improved performance when rendering to DXGI_FORMAT_R11G11B10_FLOAT images that can also be used with unordered access views. Fixed various D3D9 issues related to texture uploads (#2559, #2541, #2535). Assassin's Creed 3, Black Flag: Enabled d3d11.cachedDynamicResources = a to work around severe performance issues. Frostpunk: Enabled d3d11.cachedDynamicResources = c to work around low CPU-bound performance. God of War: Fixed some issues that started with game patch 1.0.9: Extremely inconsistent frame pacing when the game detects an AMD GPU, dxgi.maxFrameLatency = 1 is now set by default to work around this issue. Heavy flickering of some lights. Apparently this was also fixed in the game in patch 1.0.11. GTA: San Andreas: Fixed UI rendering issues (#2560) Rayman Origins: Fixed rendering issues (#2545) ------------------------------------------------------------------- Fri Mar 4 17:12:27 UTC 2022 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.10: + Performance improvements Reduced unnecessary worker thread synchronization around resource readbacks for both D3D11 and D3D9. This can significantly increase CPU-bound performance in games like Assassin's Creed: Origins and other titles built on the same engine, with smaller improvements seen in Elex II, God of War, GTA IV and others. When using D3D11_MAP_WRITE on a staging resource that's currently being read by the GPU, DXVK will now attempt to create a copy of that resource in order to avoid GPU synchronization. This improves performance in Quantum Break and potentially other games. This behaviour can be tweaked using the d3d11.maxImplicitDiscardSize option. Optimized UpdateSubresource for small constant buffer updates. This further improves performance in God of War and potentially other games. Improved the way resource uploads and staging buffers are handled in D3D11. This may reduce memory usage and CPU overhead in some games. Added more information to the HUD that can be useful for troubleshooting performance issues: GPU synchronizations per frame, worker thread synchronizations per frame, and pipeline barrier count. GPU synchronization, when necessary, no longer uses busy-waiting, which may reduce power consumption on portable devices in some games. + Bug fixes and Improvements Added a D3D11On12CreateDevice stub so applications using this don't immediately crash (PR #2278). Note that supporting D3D11on12 is currently not viable. Version numbers for Intel's Windows driver should now be reported properly. Note that using DXVK on this driver is highly discouraged and will likely not work. ArmA 2: Fixed texture-related issues (PR #2477). Black Mesa: Fixed lighting issues. Resident Evil 0, 5, 6, Resident Evil: Revelations 2: Improved performance (PR #2466). Total War: Warhammer III: Significantly improved GPU-bound performance on setups with a dedicated GPU. + Per-game workarounds Replaced the previous d3d11.apitraceMode option with d3d11.cachedDynamicResources, which provides a more granular way to specify resource types to allocate in cached system memory. Refer to the example dxvk.conf for details. This change was not made for the equivalent D3D9 option yet. Normally, D3D11_USAGE_DYNAMIC resources are expected to be write-only from the CPU and read-only from the GPU, but despite this, some games perform CPU-side reads on the mapped memory, which can cause severe performance degradation since those reads would have to go over PCI-E, or at least uncached write-combined memory. This is especially problematic on systems with Resizeable BAR and can cause issues even on Windows D3D11 drivers. Games that will use this option by default include Age of Empires 2: Definitive Edition (#2491), Anno 1800, Final Fantasy XIV, Nier Replicant, The Evil Within (PR #2522), and all games that previously had d3d11.apitraceMode enabled by default. ------------------------------------------------------------------- Mon Jan 24 21:10:38 UTC 2022 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.9.4: + Bug fixes and Improvements Fixed an issue that would cause VRAM to not be utilized on RBAR-enabled Nvidia GPUs if the dxvk.shrinkNvidiaHvvHeap option is enabled (#2438). Enabled strict D3D9 float emulation by default on future versions of RADV. This may improve both accuracy and GPU-bound performance (PR #2448). Improved memory allocation behaviour. This may reduce memory usage especially in games that create multiple processes or D3D devices. Removed obsolete options to disable OpenVR support. God of War: Enabled performance optimizations and DLSS support. Note that these changes are already included in Proton Experimental. ------------------------------------------------------------------- Wed Jan 12 19:01:39 UTC 2022 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.9.3: + Bug fixes and Improvements DLSS should now work in supported games in combination with dxvk-nvapi. Optimized D3D9 shader constants by relying on VK_EXT_robustness2 and removed the old app options for games using software vertex processing. (#2282) Added an option for more accurate emulation of D3D9 floating point behaviour and enabled that by default for a bunch of games. (#2294, #2359). This fixes issues in Red Orchestra 2, Dark Souls 2 (original version), Dog Fight 1942, Bayonetta, Rayman Origins, Guilty Gear Xrd and Richard Burns Rally. Fixed a DXGI issue which would sometimes cause games to fail to enter fullscreen mode on some displays that do not support low rates across all resolutions (#2395). Black Mesa: Fixed a regression with shadows. (#2317) Crysis 3 Remastered: Worked around poor performance. (#2339) Euro Truck Simulator: Fixed a shading issue resulting in black geometry (#2312) Injustice Gods Among Us: Fixed missing characters on the character selection screen. (#2332) Rocksmith 2014: Fixed white screen on startup. (#2383) Spliter Cell: Chaos Theory: Fixed brightness with the shader model 3 option. (#2340) Sim City 2013: Fixed rendering. The Guild 3: Fixed artifacts in overview map (#2380). ------------------------------------------------------------------- Fri Sep 24 17:51:24 UTC 2021 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.9.2: + Bug fixes and Improvements Reduced overall CPU overhead in D3D9. Fixed various failures in wine's D3D9 tests. Fixed various issues when the d3d9.evictManagedTexturesOnUnlock option is enabled. Fixed various issues when the d3d11.relaxedBarriers option is enabled. Call of Cthulhu: Fixed reflection rendering (#2248) Crysis 3, Homefront The Revolution: Worked around poor performance (#2256) (#2241) GODS: Fixed gamma curve (#2250) Total War Medieval 2: Fixed black lines on the world map (#2258) and settings text (#2247) The game still crashes when loading battles due to running out of address space. Fantasy Grounds: Fix incorrect rendering (#2251) Need For Speed Heat: Fixed ground textures rendering incorrectly (#1764). Paranormal Files: Fix black screen (#2192) Pathfinder: Wrath of the Rightous: Fixed GPU hang in loading screen. Note that the game itself has further issues loading certain parts of the game, which do not appear to be related to wine or DXVK in any way. Payday: Fix flickering reflections (#2259) Shin Megami Tensei 3: Fixed hang when entering save room (#2161) Sine Mora EX: Added 60 FPS lock (#2261) ------------------------------------------------------------------- Mon Jul 26 15:21:10 UTC 2021 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.9.1: + Bug fixes and Improvements Fixed a number of performance and stability issues introduced with the D3D9 locking rewrite in 1.9 (#2142, #2149, #2150, #2164, #2168). Rewrote the way staging textures are handled in D3D11. This can reduce memory usage and the number of image copies necessary to move data between the CPU and GPU, and fixes severe performance issues in Roblox on Nvidia GPUs. Removed some workarounds for very old Mesa versions (19.0 and older). Reimplemented locking primitives based on Windows SRW locks. This may be more efficient compared to the winpthreads implementation in mingw builds. Earth Defense Force 5: Work around performance issues caused by the game frequently turning vertical synchronization on and off between frames (#2127) Far Cry 1: Spoof Nvidia GPU in order to enable higher-quality water rendering. Far Cry 5 and other Dunia Engine games: Fixed various issues due to uninitialized memory (PR #2137). GTA IV: Fixed broken app profile that would break the game on Nvidia GPUs. Risen 3: Fixed crash on Nvidia GPUs (#2154). World of Final Fantasy: Forcibly disable MSAA to work around game bugs. Note that this should not impact visual quality since the game only uses MSAA for full-screen passes where it has no effect (#1216, #2136). ------------------------------------------------------------------- Tue Jun 15 19:55:17 UTC 2021 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.9: + Features Implemented basic support for various subsampled YUV texture formats such as NV12, which is used for video playback in some games, as well as basic support for ID3D11VideoProcessor APIs. This is needed for videos in Nier Replicant to play back (#2048), and may also be required for Contra: Rogue Corps (#1676). Note that Nier videos currently do not work with Proton for other reasons. Implemented Conservative Rasterization for supported GPUs, which allows enabling the Nvidia ShadowLibs option in Final Fantasy XV and possibly similar options in other games. Reduced presentation latency by up to one frame under some circumstances. This may help with games that are limited by vertical synchronization, DXGI frame latency settings, or external frame limiters that operate on vkAcquireNextImageKHR (PR #2075). Added a frame rate limiter. This is mostly intended as a workaround for games that do not work correctly at high frame rates, but can also be controlled with an environment variable. Check the README for detais. + Device selection Software-only Vulkan implementations such as Lavapipe are no longer reported to the application as long as there is a Vulkan-capable GPU present on the system. This should fix issues where games try using Lavapipe over a proper driver on some setups with recent Mesa versions and then crash due to hitting an unsupported texture format. Lavapipe can now be used with DXVK by manually setting the VK_ICD_FILENAMES environment variable. While some of DXVK's feature requirements have been lifted in order to allow it to run, note that limitations of this driver may still cause some games to crash or render incorrectly, while others (such as The Witcher 3) were tested successfully. + Bug fixes and Improvements Improved texture and buffer uploads in D3D9. Fixed the Origin overlay not showing up when using DXVK's DXGI implementation (#1996). Disabled Wine Gecko/Mono installers showing up when using install script. Disabled a workaround to reduce the amount of random crashes on Nvidia drivers since the underlying driver issue was fixed in the 465.xx releases (#1963), which may improve performance in some games. Fixed precision issues in shaders that do not have the refactoringAllowed flag set. Fixed some potential issues around image clears that could lead to artifacting or broken rendering. Fixed an issue where games with upper-case file extensions may create duplicate logs or cache files (#2079). Fixed monitor layout issues when restoring display modes on multi-monitor setup (#2064). Fixed a bug in D3D9 where child windows did not have their positions converted relative to their parents (#1958). Removed workarounds specific to RADV with the LLVM shader compiler. Please use the ACO backend instead (default since Mesa 20.2). Further reduced the size of state cache files. State caches from previous DXVK versions will be converted automatically. Debugging symbols now work in GDB with wine-reload (4kb file alignment) Misc. vector/matrix math fixes and optimizations in D3D9. Atelier Mysterious Trilogy Deluxe Pack, Dal Segno and Nights of Azure: Added the usual white screen workaround (#2035, #2022, #2044). Days Gone: Implemented missing DXGI frame statistics functions in order to fix very low frame rates (#2065). Demon Stone: Work around the game breaking at >60fps (#2103). Dragon Quest Builder 2: Fixed an issue where the game would immediately run out of system memory (PR #1995). Final Fantasy XIII, Spec Ops: The Line: Fixed a bug with some postprocessing effects on NVIDIA. GTA IV re-release: Work around incorrect VRAM amounts being shown when nvapi and atidlxx libraries are not present as it assumes all GPUs to be Intel IGPs with unified memory in that case. Halo 2: Fixed fog rendering issues (#2059). Kohan II: Fixed out-of-memory crash on startup (#2030). Nier Replicant: Enabled 60 FPS limit to work around issues with the game running too fast, and enforced full-rate vertical synchronization in order to work around related issues with the game sometimes being stuck at weird frame rates. Note that AMD RX 5000 and 6000 series GPUs may need to be put into high performance mode manually in order to fix performance issues caused by aggressive power management. Second Sight: Fixed missing UI (#2056). TrackMania Forever: Fixed rendering issues introduced in DXVK 1.8. ------------------------------------------------------------------- Tue Mar 2 13:08:56 UTC 2021 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.8.1: + Bug fixes and Improvements Fixed a regression that would cause a number of D3D9 games to crash when changing the resolution or during startup. Fixed a regression causing black textures in some D3D9 games (#1947) Improved performance in many D3D9 games when using MSAA on RADV. Improved presentation logic for MSAA swap chains, which are common in older D3D9 games. Mafia II: Work around shadows being broken when the game thinks it's running on an AMD GPU. Warhammer Online: Work around the game trying to use unsupported image formats. (#1296) ------------------------------------------------------------------- Sat Feb 20 23:16:51 UTC 2021 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.8: + Bug Fixes and Improvements Fixed some build system warnings with newer Meson versions. CPU-based Vulkan implementations such as Lavapipe will now always be enumerated last. This should avoid issues on systems without a dedicated GPU where games could potentially default to a CPU rasterizer. Optimized image layout transitions, which may improve performance on Intel GPUs in some games. D3D9: Improved performance of texture uploads and occlusion queries in some cases. D3D9: Fixed an issue where supported back buffer formats would be reported incorrectly. DXGI: Enabled multi-monitor support. This requires a relatively recent Wine version with XRandR 1.4 support to work correctly. D3D11: Fixed a number of reference counting issues that could potentially lead to stability issues (PR #1887, PR ##1888). D3D11: Improved correctness of NaN handling in shaders with VK_KHR_shader_float_controls, and removed most app workarounds setting d3d11.enableRtOutputNanFixup. Enabled d3d11.enableRtOutputNanFixup by default on older RADV versions. Enabled d3d11.invariantPosition option by default to fix common Z-fighting issues, especially on RDNA2 GPUs. Atelier Ryza 2: Added workaround for video playback breaking D3D11 rendering, like in other games of the series. Battle Engine Aquila: Fixed broken textures (PR #1759). Dark Messiah of Might & Magic: Work around out-of-memory issues on startup. Everquest: Work around performance issues. F1 2018/2020: Work around broken compute shaders causing artifacts on AMD drivers, similar to F1 2019 (#1897). Hitman 3: Work around AMDAGS issues on AMD GPUs similar to Hitman 2 (PR #1909). Mega Man Legacy Collection 2: Fixed rendering issues (#1922). Nioh 2: Work around black screen issues. Tomb Raider Legend: Work around performance issues (#1685). ------------------------------------------------------------------- Thu Dec 3 10:36:32 UTC 2020 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.7.3: + Bug fixes and Improvements Added support for new DXGI interfaces introduced in Windows 10 version 1809. Added an option to scale the HUD on high-DPI displays. Refer to the README for details. (#771) Changed generated D3D11 shader code to allow drivers to optimize away texture operations in case no texture is bound. Fixed some old D3D9 games crashing on RADV due to invalid shader code. Fixed Vulkan validation errors when the HUD is active. Optimized away redundant render target clears in some games to potentially increase performance. Indirect draw batching can now work with arbitrary strides. This may slightly reduce the draw call count in Trine 4. EverQuest 2 Fixed broken cloth rendering on Nvidia. (#1832) Trine 4: Fixed rendering issues that would occur on some Nvidia GPUs as well as on RADV. (#1816) Note: Build requirements have changed to MinGW 8.0 since new headers are required for the DXGI changes. Building on older versions will fail with messages about IDXGIFactory7 not being declared. Do not confuse the MinGW version with the GCC version provided by MinGW. ------------------------------------------------------------------- Wed Oct 7 16:42:01 UTC 2020 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.7.2: + Bug fixes and Improvements Fixed a major D3D9 regression that would cause crashes in many games. Fixed D3D9 crashes on AMDVLK due to invalid Vulkan API usage (#1742). Work around stack overflows in some 32-bit D3D9 games. Added workarounds for rendering issues on AMD drivers in some Unity Engine games. Work around Unicode support on Windows being garbage (PR #1761). Log file creation can now be disabled by setting DXVK_LOG_PATH=none, but logs will still be printed to stderr (#1743). Baldur's Gate 3: Fixed crash after character selection screen in D3D11 mode. Final Fantasy XIV: Improved stability on recent Nvidia drivers. Just Cause 3: Work around a game bug causing flickering terrain on RADV (#1553). Marvel's Avengers: Fixed spurious crashes due to invalid resource copies. Need for Speed Heat: Fixed some Vulkan validation errors. PGA TOUR 2K21: Fixed Vulkan validation errors and potential crashes. Trails in the Sky SC: Fixed fog rendering (#1771). ------------------------------------------------------------------- Thu Aug 13 18:35:34 UTC 2020 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.7.1: + Bug fixes and Improvements VK_EXT_4444_formats is now used on supported drivers to resolve potential issues with sampler border colors on Intel hardware. VK_EXT_extended_dynamic_state is now used on supported drivers to implement out-of-bounds vertex buffer access behaviour correctly. Minor performance improvements. Implemented NV12 video format support for D3D9. This should make the GeForce Now app usable with DXVK. Implemented missing shader instruction for D3D9 to fix shadow rendering in a number of games. Anarchy Online: Fixed an out-of-memory error. Metro Exodus: Added missing DXGI entry points required to run the game. Observation: Work around a game bug causing rendering issues on RADV. Resident Evil 7: Disabled relaxedBarriers option again due to rendering issues. Serious Sam 2 and others: Fixed incorrect water reflections. SpellForce 2: Work around black water ripples. Timeshift: Fixed shadows TrackMania: Fixed water and other rendering issues. Work around performance issues in Darksiders: Warmastered Edition (#1719) and Monster Hunter World on AMD and recent Nvidia drivers. Work around Z-fighting issues in Borderlands 3, Halo, Halo CE, Mafia III: Definitive Edition, Terminator: Resistance. + Compatibility notes VK_EXT_transform_feedback is now a hard requirement for D3D10 and D3D11. This extension is supported by all Nvidia and Mesa drivers released in early 2019 or later, as well as recent AMDVLK releases and the proprietary AMD driver. ------------------------------------------------------------------- Sun May 24 23:02:22 UTC 2020 - Tobias Klausmann <tobias.klausmann@freenet.de> - Disable stack protection and lto for now ------------------------------------------------------------------- Sun May 17 10:56:01 UTC 2020 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.7: + New Vulkan extensions On supported drivers, the following extensions are now used: VK_EXT_custom_border_color is now used to support for arbitrary sampler border colors, which fixes issues in many Direct3D 9 games including Crysis and Halo 2 Vista (#1612). VK_EXT_robustness2 is used to handle out-of-bounds access to resources the same way as D3D11 does. Wine 5.8 is needed for winevulkan support, as well as the following drivers: - AMD, Intel: Mesa 20.2 (current development version) - Nvidia: 440.66.12 (Vulkan developer beta) + Bug fixes and Improvements Optimized render target clears and barriers, which may slightly improve GPU-bound performance in a number of games. On drivers that do not support a dedicated transfer queue (primarily RADV), the compute queue will now be used for asynchronous resource uploads in D3D11 games. Implemented some DXGI 1.6 functionality for future versions of World of Warcraft. Reduced memory usage especially in D3D9, which may help with out-of-memory errors in certain games such as Toxikk. Note that this is not a solution for the general 32-bit address space problem (#1318). Fixed Vulkan validation errors in Cloudpunk and other games using buffer resources incorrectly. Fixed build on GCC 10.1 (#1620). Fixed various D3D9 issues. Reworked the dxgi.tearFree option, see PR #1606 for details. Fallout New Vegas: Fixed white pixel artifacts Freelancer: Fixed texturing issues (#1603). GTA IV: Fixed HUD rendering issues (#1608, PR #1626). Halo Custom Edition: Fixed Z-fighting issues when using the Open Sauce mod (#1550). + Build system changes Support for winelib builds was dropped, due to maintenance issues and incompatibility with some distributions (see #1584). This makes MinGW a hard requirement for building DXVK. Please note that mingw-w64-binutils 2.34 currently leads to broken builds; see #1625 for details and a fix for the issue. ------------------------------------------------------------------- Mon Apr 20 18:12:06 UTC 2020 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.6.1: + Bug fixes and Improvements Configuration options now accept the "..." syntax, e.g. d3d9.customDeviceDesc = "ATi Rage 128" (#1567). Added dxgi.tearFree option to enforce the Mailbox present mode when Vsync is disabled, which should prevent tearing. May not work on all setups. Fixed various issues causing incorrect rendering or crashes in D3D9. Fixed Vulkan validation errors on Nvidia systems. Fixed an issue with the setup script not working on Wine 5.6 due to a winepath regression. Implemented missing DXGI functionality for some SpecialK mods. (#1544) Blue Reflection: Work around game bug causing rendering issues. (#1574) Battlefield 2: Work around a game bug causing black terrain. (#1558) Crysis: Fixed a crash when loading certain levels in D3D9 mode. (#1528) Half-Life Alyx: Fixed incorrect integer division-by-zero handling resulting in distorted geometry. Heavy Rain: Improved performance on Nvidia GPUs. (#1575) L.A. Noire: Fixed crash on startup. #1564 Prince of Persia: Fixed incorrect rendering on RADV. (#1537) Yooka-Laylee and the Impossible Lair: Work around rendering issues on AMD drivers. + Remove Patch1 0001-setup-Use-0-option-with-winepath.patch Another solution is included in this release ------------------------------------------------------------------- Sat Apr 11 16:29:47 UTC 2020 - Tobias Klausmann <tobias.klausmann@freenet.de> - Add Patch1 0001-setup-Use-0-option-with-winepath.patch This fixes the dxvk install with wine 5.6 ------------------------------------------------------------------- Sun Mar 22 17:34:38 UTC 2020 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.6.0: + D3D10 changes The D3D10 helper libraries d3d10.dll and d3d10_1.dll are no longer installed by default, as only d3d10core.dll and d3d11.dll are needed for DXVK to support D3D10 (on Windows, dxgi.dll must also be used). This opens up the option to use Wine's implementation of the D3D10 effects framework, which is needed by some games. Note: This works best on Wine 5.3 or newer. The existing DXVK implementation can still be used, refer to the README for details. + Bug fixes and Improvements - Minor D3D9 performance improvements - Apparently fixed a crash when capturing apitrace snapshots (?) (#1511) - Fixed a crash in some Source 2 titles using their D3D9 renderer - Fixed redundant display mode changes (#1489, #1494) - Fixed videos in some games showing a green frame (Joshua-Ashton/d9vk#424) - A Hat in Time: Fixed a regression where the output would be badly scaled when changing resolution - Dead Space: Fixed black square artifacts (#1484) - DoDonPachi Resurrection: Fixed crash on startup (#1508) - Dragon's Dogma: Fixed fullscreen issues (#1502) - Star Wars: Republic Commando: Implemented missing image formats (#1430) - Yomawari: Midnight Shadows: Fixed crash on startup (#1507) ------------------------------------------------------------------- Sat Feb 29 15:40:09 UTC 2020 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.5.5: + Bug fixes and Improvements Implemented some missing D3D9 features Improved D3D9 compatibility with older Intel hardware (#1455) Fixed a regression which caused flickering in some D3D9 titles on Intel ANV (#1451, #1471) Fixed a bug where windows not matching the back buffer in size would produce pixelated output in D3D9 games Fixed a potential GPU hang that could happen if a game uses D3D9 dialog mode (#1330) Fixed crashes and incorrect rendering when using the d3d9.evictManagedOnUnlock option. This is useful for Skyrim with a large number of mods as an alternative to ENBoost. Fixed incorrect behaviour with D3D11 line tessellation. Book of Demons: Fixed white textures and UI issues (#1420) Close Combat: Fixed the UI not rendering (#1434) Cross Racing Championship: Fixed flickering water (#1450) Dungeons and Dragons: Temple of Elemental Evil: Fixed flickering fire (#1444) Elite Dangerous: Fixed an issue with the launcher resetting the D3D9 device every frame when multiple monitors are in use (#1408) Evil Genius: Fixed a reference counting bug that would lead to error messages (#1417) F1 2019: Work around a game bug causing rendering issues on RADV. Hyperdimension Neptunia U Action Unleashed: Fixed character models not rendering (#1428) Just Cause 1: Fixed a regression where the game would crash on startup (#1464) Lumino City: Fixed an issue potentially causing GPU hangs (#1462) Saint's Row III / IV: Work around a Z-fighting issue with the D3D11 renderer. Shade Wrath of Angels: Fixed character rendering (Joshua-Ashton/d9vk#295) Sins of a Solar Empire: Fixed an endless recursion that could happen in some titles using SetCursorPosition (#1400) Rocket League: Fixed a potential crash with the experimental D3D11 renderer. Vampire: The Masquerade Bloodlines: Improved performance. ------------------------------------------------------------------- Sat Feb 8 22:29:01 UTC 2020 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.5.4: + Bug fixes and Improvements Fixed another regression that affects multiple D3D9 games (#1399) Anno 1701: Fixed incorrect texture filtering near undiscovered map areas (#1412) E.Y.E: Divine Cybermancy: Fixed rendering issues when aiming (#1392) Forgotten Realms: Demon Stone: Fixed textures not showing up (#1409) King's Bounty: Fixed incorrect water rendering (#1387) The Witcher: Fixed clouds not rendering (#1402) ------------------------------------------------------------------- Sat Feb 1 11:31:31 UTC 2020 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.5.3: + Bug fixes and Improvements Fixed a potentially critical D3D9 regression introduced in 1.5.2. Fixed some Vulkan validation errors in D3D9 applications Improved GPU-limited D3D9 performance on some drivers, e.g. in A Hat in Time. D3D10 apps will now be recognized as such by the HUD instead of being shown as D3D11. Mafia II: Fixed shadow rendering issues (#1294) Skyrim: Fixed rendering issues caused by broken ENB shaders Torchlight: Fixed rendering issues in the menu (#1378) ------------------------------------------------------------------- Sat Jan 25 12:08:19 UTC 2020 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.5.2: + Vulkan 1.1 is now required, which means that very old drivers will no longer be able to run DXVK: - AMD / Intel: Mesa 17.3 and older - Nvidia: 390.xx and older + Additionally, the Vulkan loader installed on the system must support Vulkan 1.1. Note that having an incompatible driver installed, even alongside more recent versions, may cause Vulkan initialization failure or application crashes on startup. Remove any such drivers when running into issues. The reason for this change is that the Vulkan 1.0 fallback path was largely untested and did not always work correctly, removing it also allowed for a minor code cleanup. + Bug fixes and Improvements Implemented some missing D3D9 swap chain functionality to allow various applications to run, including the ATi ToyShop demo, Atelier Sophie (#1341) and Dynasty Warriors 7 (#1361). Various D3D9 bug fixes and minor performance and memory optimizations Added d3d9.forceSwapchainMSAA option to force MSAA on D3D9 swap chain images. Enabled d3d9.deferSurfaceCreation for a large number of D3D11 games in the Atelier series to fix the menu not showing up. Requires the use of both DXVK's D3D11 and D3D9 implementations. Dragon Age Origins: Fixed some Vulkan validation errors Entropia Universe: Added d3d11.invariantPosition option to fix Z-fighting issues on some graphics drivers (#1364) Ferentus/Herrcot/Xiones: Fixed sky rendering as well as a minimap regression (Joshua-Ashton/d9vk#306) Gothic 3: Disabled d3d9.supportDFFormats option to fix shadow rendering (#1367) Tales of Vesperia: Fixed a race condition causing frequent crashes, which was introduced in DXVK 1.4.5. TrackMania United Forever: Fixed unnecessary CPU <> GPU synchronization to improve performance (#1363) Vampire The Masquerade: Bloodlines: Fixed rendering issues with refractive windows Warriors Orochi 4: Fixed a minor discrepancy in D3D11 query tracking due to a series of game bugs ------------------------------------------------------------------- Fri Jan 10 08:50:34 UTC 2020 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.5.1: + Bug Fixes and Improvements Overall D3D9 performance improvements Improved depth bias implementation in D3D9. This fixes rendering issues like missing shadows and decals in a lot of titles. Fixed a bug where some D3D9 games would crash with a divide by zero error on launch. Fixed incorrect specular rendering in many D3D9 games using Pixel Shader 1.x Restored functionality of the dxvk.hud configuration option which was accidentally removed in 1.5. (#1279) Tweaked number of threads used for pipeline compilation. This was done to reduce the performance impact on common 6-core and 8-core CPUs while also allowing newer CPUs with more than 12 cores to use more threads. Note that this can still be customized with the dxvk.numCompilerThreads option. GTA V: Fixed a regression that would cause extremely poor performance when enabling Vsync in full-screen mode (#1314) Halo CE: Fixed shield and glass rendering in Halo and Halo CE (#1309) Need For Speed: Carbon: Fixed blur effect (#1295) Risen 2: Fixed inventory in not rendering (#1290) Sims 4: Fixed a crash when changing to/from fullscreen (#1304) Trackmania Forever: Fixed crash on startup (#1278) Vampire The Masquerade: Bloodlines: Fixed an issue with the game window being a small box when using fullscreen mode with a non-native resolution. ------------------------------------------------------------------- Mon Dec 16 16:42:22 UTC 2019 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.5: + D9VK is now part of DXVK, which means that D3D9 games are now supported by default. Refer to the pull request for details and planned future work, and beware of frogs. For future bug reports, please clarify which API is used by the game in question. + Bug fixes on top of D9VK 0.40.1 Fixed some memory and resource leaks in state blocks, deletion and device resetting Dark Souls: Prepare to Die Edition: Fixed a black screen issue that occured on some drivers + HUD improvements Improved overall appearance of the HUD and fixed an issue with some glyphs being placed incorrectly. Memory allocation statistics now show the amount of memory allocated per Vulkan memory heap, which allows distinguishing between video memory and system memory allocations. Fixed an issue where the draw call and queue submission statistics would be updated before the current frame has finished processing, leading to inaccurate numbers. Draw call and queue submission statistics are now updated every 0.5 seconds to make them more readable. + Bug fixes and Improvements Atelier Ryza: Enabled workaround for a black screen issue caused by the game's D3D9 usage when trying to play back intro videos. Requires both D3D9 and D3D11. Crysis 3: All GPUs are now reported as Nvidia GPUs by default. This enables the game to use a fast path with considerably lower CPU overhead, but may cause a small performance hit on certain Nvidia GPUs in GPU-bound scenarios. Note that it might be necessary to disable the loading of nvapi.dll in your wine prefix when using wine-staging. Fifa 19: Fixed crash caused by a missing DXGI function (#1268). Halo MCC: Reduced the number of log messages being generated due to invalid D3D11 API usage. Star Citizen: Fixed a regression introduced in DXVK 1.4.3 causing lighting issues (#1262). ------------------------------------------------------------------- Tue Dec 3 17:51:41 UTC 2019 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.4.6: + Bug fixes and Improvements Fixed a bug potentially causing crashes during display mode changes or when closing a game. Fixed an issue that would cause CPU-limited performance to degrade over time, especially in workloads involving Deferred Contexts. American Truck Simulator / Euro Truck Simulator 2: Fixed rendering issues (#1250) Final Fantasy XIV: Fixed radial blur not working due to a division-by-zero workaround. Warcraft III Reforged: Implemented missing DXGI features to allow the game to run (#1252) ------------------------------------------------------------------- Wed Nov 20 19:29:52 UTC 2019 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.4.5: + Performance Enabled asynchronous presentation on all GPUs, and removed the dxvk.asyncPresent option. Previously, this option was disabled on Nvidia GPUs due to sporadic GPU hangs. If you still encounter issues, please make sure to use a recent driver version, and also test the current Vulkan developer beta (435.27.07) if possible. Reduced the amount of thread synchronization around occlusion queries in order to improve multithreading efficiency. These changes may improve CPU-bound performance in Final Fantasy XIV and other games that are at least partially bottlenecked by draw call throughput. + Bug fixes and Improvements Fixed occational hangs on Nvidia GPUs when resizing the game window. Fixed possible crashes when using Wine's DXGI implementation (PR #1240). Re-implemented constant buffer range check for Nvidia GPUs to use storage buffers instead of uniform buffers in order to match D3D11 behaviour. Dirt Rally: Fixed GPU hang on RADV caused by uninitialized UAV counters. Earth Defense Force 4.1: Fixed issue with certain objects and HUD elements not rendering (#1242). Final Fantasy XV: Fixed severe performance degradation when the Geomapping option is enabled, caused by a game bug. Metal Gear Solid V: Disabled loading of OpenVR DLLs to work around a weird issue with all rendering being flipped vertically (#1245). Metro 2033: Fixed rendering issues when Depth of Field is enabled, caused by a game bug. ------------------------------------------------------------------- Fri Nov 1 22:42:42 UTC 2019 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.4.4: + Bug fixes and Improvements Fixed a bug introduced in DXVK 1.4.3 where invalid state cache entries would be generated in some cases, leading to invalid Vulkan API usage. Any broken entries will be removed from the cache automatically. Fixed Vulkan validation errors with geometry shaders not declaring an invocation count. Fixed potential read-after-write hazards involving vertex and index buffers. Minor optimizations for Stream Output and Append/Consume buffers (used e.g. by Unity Engine). Reduced memory footprint of small, frequently-updated buffers. Removed useless d3d10.enable configuration option. Skyrim SE: Worked around multiple ENB bugs to fix crashes (#865) Saints Row 3/4 and Titan Quest: Added workaround for flickering issues on Nvidia (PR #1233) ------------------------------------------------------------------- Sat Oct 19 12:34:11 UTC 2019 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.4.3: + Bug fixes and Improvements Implemented a new state cache file format which will lead to significantly smaller files. State caches from previous DXVK versions will be converted automatically. Further reduced CPU overhead, particularly in games with a large number of different shaders. Fixed incorrect barriers in case graphics shaders write to UAVs. Fixed incorrect MSAA sample positions being reported to shaders. Fixed some MSVC compiler warnings (#1218). ------------------------------------------------------------------- Sat Oct 5 10:19:03 UTC 2019 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.4.2: + Bug fixes and Improvements Minor reduction of CPU overhead Fixed a minor performance regression introduced in 1.4.1 in GPU-bound scenarios. Fixed a case of incorrect NaN behaviour in shaders. Fixed various minor DXGI issues to improve pass rate in wine tests. Call of Duty: Modern Warfare Remastered: Report all GPUs as Nvidia to work around game crashes. ------------------------------------------------------------------- Sat Sep 28 11:52:07 UTC 2019 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.4.1: + Bug fixes and Improvements Fixed some potential crashes in D3D10 code. Fixed incorrect handling of UNDEFINED primitive topology. Device loss errors will now be forwarded to the application so that it can react accordingly. Batman: Arkham City: Fixed a regression causing the game to crash. Hitman 2: Reporting all GPUs as Nvidia GPUs to work around issues with the AMDAGS library introduced with a recent game update. Ni no Kuni Remastered: Implemented missing shader instructions to fix crashes and rendering issues. ------------------------------------------------------------------- Sun Sep 22 13:01:43 UTC 2019 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.4: + D3D11 runtime interface D3D11 interfaces were updated to D3D11.4, which is the latest version available in Windows 10 (1903). This introduces a number of new API features, some which are supported by DXVK if the underlying Vulkan driver supports the corresponding features. The following features are optional and are currently not supported: - D3D11.2: Tiled Resources - D3D11.3: Conservative Rasterization - D3D11.3: Rasterizer Ordered Views These features may be implemented in the future in case any games make use of them. This change fixes a crash in Plants vs Zombies - Battle for Neighborville, which requires at least a D3D11.3 runtime. + DXGI runtime interface To match the D3D11.4 update, DXGI interfaces were updated to DXGI 1.5. This allows application to query for HDR support. HDR itself is not supported. Support for GDI interop with DXGI surfaces was added to fix an issue with the Rockstar Game Launcher. Note that the launcher itself also requires fixes to Wine's Direct2D implementation, see #1196. + Resource mapping improvements The d3d11.allowMapFlagNoWait option is now enabled by default, which may improve performance in certain games. An issue that would prevent it from working correctly in The Witcher 3 and other games has been fixed, and synchronization now behaves more like it would on a native D3D11 driver. + Bug Fixes and Improvements Fixed a potential performance issue in games making heavy use of Deferred Contexts, such as Dark Souls III and Sekiro: Shadows Die Twice. More accurate resource tracking may in some cases lower CPU overhead slightly. ------------------------------------------------------------------- Fri Sep 20 17:03:06 UTC 2019 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.3.4: + Added workaround for failing winelib builds with wine 4.15 (#1179) + Fixed a potential memory leak in games using Direct2D (issue found by @jp7677) + Control: Enabled d3d11.allowMapFlagNoWait option to improve GPU utilization. + Quantum Break: Fixed performance issue affecting Nvidia and older AMD drivers. ------------------------------------------------------------------- Fri Aug 30 13:52:23 UTC 2019 - Tobias Klausmann <tobias.klausmann@freenet.de> - Update to version 1.3.3: For changes since 1.2.1, see https://github.com/doitsujin/dxvk/releases ------------------------------------------------------------------- Tue Jun 11 12:24:44 UTC 2019 - pousaduarte@gmail.com - Update to version 1.2.1~git20190611: * [dxgi] Return non-exact matches from FindClosestMatchingMode1 ------------------------------------------------------------------- Mon Jun 10 11:01:30 UTC 2019 - pousaduarte@gmail.com - Update to version 1.2.1~git20190606: * [dxvk] Revert buffer re-binding optimization * [dxvk] Add likely/unlikely around critical CS chunk append code * [dxvk] Only update buffer object in buffer slices if necessary * [d3d11] Avoid buffer ref count changes when only changing offsets * [dxvk] Avoid redundant descriptor set updates when binding buffers * [d3d11] Fix inconsistencies in Map/Unmap on immediate/deferred contexts * [d3d11] Avoid emitting redundant vertex and index buffer updates * [util] Add unlikely() around COM ref counting code * [d3d11] Add some likely/unlikely around CS flushes * [d3d11] Don't clear DSV aspects that are marked as read-only * [d3d11] Initialize depth images to zero rather than one * [d3d11] Fix initial swap chain image count * [dxvk] Fix binding indices for vertex attribute divisor * [util] Fix return value of AddRef ------------------------------------------------------------------- Mon May 27 12:51:42 UTC 2019 - pousaduarte@gmail.com - Update to version 1.2.1~git20190525: * [d3d11] Respect COPY_FLAG_NO_OVERWRITE when updating constant buffers ------------------------------------------------------------------- Fri May 24 14:05:06 UTC 2019 - pousaduarte@gmail.com - Update to version 1.2.1~git20190520: * [d3d11] Validate subresource index in MapImage * [d3d11] Support mapping multiple image subresources at the same time * [dxvk] Add new helper function to compute mip level extent * [meta] Release 1.2.1 * [d3d11] Remove useless 'virtual' keyword * Revert "[d3d11] Use STDMETHODCALLTYPE for private virtual method" * [util] Also test for symlinks when installing/uninstalling ------------------------------------------------------------------- Sat May 18 15:10:00 UTC 2019 - pousaduarte@gmail.com - Update to version 1.2~git20190518: * [utils] Don't try to install or remove missing dlls * [util] Enable D3D11_MAP_FLAG_DO_NOT_WAIT for The Surge * [d3d11] Update mapped buffers of staging textures immediately * [util] Spoof Nvidia GPUs for Mirror's Edge Catalyst ------------------------------------------------------------------- Thu May 16 18:17:39 UTC 2019 - pousaduarte@gmail.com - Update to version 1.2~git20190515: * [d3d11] Use STDMETHODCALLTYPE for private virtual method * [build] Add options to disable dxgi/d3d* build * [d3d10] Fix winelib build * [tests] Enable atomic counter optimization for standalone DXBC compiler * [dxbc] Use subgroup operations for atomic append/consume operations * [spirv] Add OpUndef and more subgroup instructions * [dxbc] Add option to use subgroup ops for atomic counter operations * [d3d10] Add static method implementing D3D10CreateDeviceAndSwapChain1 * [d3d11] Add static method implementing D3D11CreateDeviceAndSwapChain * [util] Don't use `if constexpr` * [dxvk] Don't align pushg constant data to 64 bytes * [dxvk] Apply view swizzles to image clears * [dxvk] Add method to swizzle clear color values * [dxvk] Pass clear value to clearRenderTarget by value * [d3d11] Use private references for render targets * [util] Add support for private references in Com<...> wrapper * [util] Fix COM reference count type * [meta] Release 1.2 * Changed visibility of the winelib build to behave more like MinGW ------------------------------------------------------------------- Sat May 11 10:19:16 UTC 2019 - pousaduarte@gmail.com - Update to version 1.1.1~git20190509: * [dxvk] Don't use ALL_COMMANDS_BIT to notify events * [dxvk] Increase number of queued command buffers to 12 * [d3d11] Flush more aggressively when CPU bound * [d3d11] Flush more aggressively on stalling Event queries * [dxvk] Change flushing behaviour of immediate context methods * [util] Optimize popcnt operation * [dxvk] Add aspect mask parameter to clearImageView * [dxvk] Begin render pass in clearImageViewFb if necessary ------------------------------------------------------------------- Wed May 08 12:39:25 UTC 2019 - pousaduarte@gmail.com - Update to version 1.1.1~git20190508: * [dxvk] Compact vertex buffer bindings * [dxvk] Optimize unbound vertex buffer handling * [dxvk] Fix unbound vertex buffer handling * [dxvk] Optimize vertex buffer binding * [util] Disable NvAPI hack for Mirror's Edge Catalyst * [hud] Optimize HUD rendering * [dxvk] Implement push constant API * [dxvk] Add push constant range info to shaders and pipeline layout * [dxvk] Pass slot mapping to pipeline layout constructor * [dxvk] Optimize spinlock implementation ------------------------------------------------------------------- Mon May 06 12:39:09 UTC 2019 - pousaduarte@gmail.com - Update to version 1.1.1~git20190506: * [dxvk] Bump state cache version to v5 * [dxvk] Add API for specialization constants * [dxvk] Remove extra pipeline state * [d3d11] Implement depth bounds extension * [d3d11] Implement MultiDrawIndirectCount extension * [d3d11] Support count buffer in Set|BindDrawBuffers * [d3d11] Implement MultiDrawIndirect extension * [d3d11] Implement barrier control extension * [d3d11] Add stub implementation of D3D11DeviceExt * [d3d11] Add stub implementation of D3D11DeviceContextExt * [d3d11] Add interfaces to support D3D11 extensions * [dxvk] Implement depth bounds test in backend * [dxvk] Introduce new pipeline state to enable depth bounds test * [dxvk] Implement indirct draw commands with indirect count * [dxvk] Enable VK_KHR_draw_indirect_count if available * [dxvk] Fix stale vertex attribute divisor * [dxvk] Off-load command buffer submission to separate thread * [d3d11] Fix MSVC 2017 compilation ------------------------------------------------------------------- Sat May 04 19:57:58 UTC 2019 - pousaduarte@gmail.com - Update to version 1.1.1~git20190504: * [meta] Release 1.1.1 * [d3d11] Implement D3D11DeviceContext::SwapDeviceContextState * [d3d11] Implement D3D11Device::CreateDeviceContextState * [d3d11] Add class to implement D3DDeviceContextState ------------------------------------------------------------------- Fri May 03 21:38:30 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190503: * [d3d10] Explicitly define GUID for ID3D10StateBlock * [dxvk] Disable depthWriteEnable if depth attachment has read-only layout * [dxvk] Add helper function to get info about depth-stencil image layouts * [d3d10] Implement state blocks * [spirv] Implement proj sample variants * [d3d11] Fix counter value offset in DrawAuto * [d3d11] Always enable shaderStorageImageWriteWithoutFormat * [d3d11] Minor Map/Unmap optimizations * [d3d11] Minor CPU savings * [dxvk] Bump state cache format to version 4 * [d3d11] Set up extra state for the HUD renderer * [d3d11] Set up unused extra state for the backend correctly * [dxvk] Remove old spec constant code * [dxvk] Use new specialization constant code for graphics pipelines * [dxvk] Use new specialization constant code for compute pipelines * [dxvk] Add new structure to generate specialization constant info * [dxgi] Change default of s_gamma_bound to true * [dxbc] Remove old spec constant code * [dxbc] Use new spec constant API for rasterizer sample count * [dxbc] Add new emitNewSpecConstant method * [d3d11] Add missing interface queries for IDXGIObject and IDXGIDeviceSubObject * [util] Enable constant buffer range check for NieR:Automata * [dxbc] Disable Constant Buffer Range Check on AMD * [dxvk] Re-implement early discard with quad granularity * [d3d11] Check if uav's counter slice is defined in CopyStructureCount * [dxbc] Fix xfb passthrough for system values * [d3d11] Clean up rasterizer state initialization * [dxbc] Store sample positions as vec2 array * [spirv] Add constvec2f32 helper * [dxbc] Remove some old TODOs * [dxbc] Correctly report a sample count of 0 for unbound images * [dxbc] Correctly report a size of 0 for unbound images * [dxbc] Correctly report a size of 0 for unbound buffers * [dxbc] Fix typo in sample positions ------------------------------------------------------------------- Sun Apr 28 12:43:30 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190427: * [d3d11] Implement IDXGIResource1 for textures and buffers * [d3d11] Add basic implementation of IDXGIResource1 * [dxgi] Add missing DXGI_CPU_ACCESS_* defines * [d3d11] Pass texture as D3D11Resource to DXGI interop objects * [d3d11] Implement Map / Unmap for IDXGISurface2 * [d3d11] Implement IDXGISurface2 for compatible 2D textures * [meta] Add default dxvk.conf ------------------------------------------------------------------- Fri Apr 26 17:42:42 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190426: * [dxvk] Add support for per-app configuration * [dxvk] Add some 'unlikely' statements * [d3d11] Remove predication workaround for RADV * [d3d11] Improve CreatePredicate logging * [d3d11] Disable Predication support * [dxvk] Simplify validateGraphicsState ------------------------------------------------------------------- Wed Apr 24 12:34:31 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190423: * [d3d11] Don't use presentation fence * [d3d11] Select sync event based on back buffer count * [d3d11] Allocate one additional swap chain image ------------------------------------------------------------------- Sat Apr 20 18:35:43 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190419: * [dxvk] Use stricter barriers around meta operations * [dxvk] Support image sub-regions for resolve operations * [dxvk] Add adapterCount function to DXVKInstance. * [spirv] Implement constvec3f32 * [spirv] Implement opVectorTimesScalar * [spirv] Implement opPow * [dxvk] Fix subresources in barriers for 2D views of 3D images * [dxbc] Replace computeResourceSlotId by light-weight alternatives ------------------------------------------------------------------- Mon Apr 15 11:46:20 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190415: * [hud] Show compiler activity indicator for at least one second * [dxbc] Do not emit GS system values if rasterization is disabled * [d3d11] Fix hasing of geometry shaders with stream output ------------------------------------------------------------------- Sun Apr 14 18:17:39 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190414: * [d3d11] Track query state correctly * [d3d11] Don't allocate predicate for unsupported predicates * [hud] Add new HUD entry to show shader compiler activity * [hud] Pass surface size to HUD renderer * [dxvk] Add stat counter for shader compiler activity ------------------------------------------------------------------- Sat Apr 13 11:10:15 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190413: * [meta] Update README with 'api' option for the HUD ------------------------------------------------------------------- Fri Apr 12 17:09:59 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190412: * [util] Enable D3D11_MAP_FLAG_DO_NOT_WAIT for Anno 1800 * [build] Fix MSVC build with version info * [dxvk] Increase query pool sizes * [dxvk] Implement shader-based resolve * [dxvk] Re-implement class to create meta-resolve objects * [dxvk] Enable VK_AMD_shader_fragment_mask if available * [dxvk] Add new resolve shaders * [d3d11] Allocate mapped buffers for staging images on cached memory * Revert "[d3d11] Select memory type based on CPU access flags" * Revert "[meta] Release 1.1" * [dxgi] Fix broken gamma with combined image samplers * [meta] Release 1.1 ------------------------------------------------------------------- Sat Apr 06 13:01:28 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190406: * [dxvk] Fix circular reference between DxvkDevice and DxvkGpuQueryPool * [build] Use `generator` to produce resource files * [build] Fix winelib `wrc` * [dxvk] Fix build failure for some people * [build] Add version info to compiled DLLs * [util] Enable constant buffer range check for Dark Souls Remastered ans Grim Dawn * [d3d11] Add option to enable constant buffer range checks * [dxbc] Implement optional constant buffer range check * [dxvk] Fix move constructor of DxvkShaderModule * [spirv] Fix initial allocation size for compressed buffer * [dxvk] Store compressed shader modules in DxvkShader * [dxvk] Store enabled SPIR-V capabilities explicitly * [spirv] Implement in-memory compression for shader modules * [util] Add helpers to pack/unpack data to/from larger units * [dxvk] Zero-Initialize SpecConstantData ------------------------------------------------------------------- Wed Apr 03 19:01:04 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190403: * [dxvk] Simplify DxvkShaderModule * [dxvk] Don't cache shader modules for graphics pipelines * [dxvk] Don't cache shader modules for compute pipelines * [d3d11] Use combined image sampler descriptors for the presenter * [hud] Use combined image s1ampler for the font texture * [dxvk] Support combined image sampler descriptors in the backend * fix typo in README.md * Only try once to recreate surfaces on surface loss. * [vulkan] Don't loop endlessly on a lost surface. * [vulkan] Recreate the surface on surface loss. * [dxvk] Properly reset global barrier access flags * [dxvk] Fix write access flag for barriers * [dxvk] Use global memory barrier instead of resource barriers if possible * [dxvk] Pull buffer updates out of render passes whenever possible * [dxvk] Allow barriers to be recorded into a specific command buffer * [dxvk] Rename DxvkCmdBufferFlag -> DxvkCmdBuffer * [dxvk] Add missing feature check for conditional rendering * [d3d11] Lazily allocate predicate on SetPredication * [dxvk] Set empty scissor rect when the app requests empty viewport * [dxvk] Do not invalidate iterator before disabling queries * [dxvk] Introduce extra pipeline state * [dxvk] Remove unused alphaToOne state ------------------------------------------------------------------- Sun Mar 31 12:45:49 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190331: * [util] Enable deferred surface creation for "Dissidia Final Fantasy NT Free Edition". Avoid white screen, "D3D11Device: No such vertex shader semantic: COLOR0"... https://www.reddit.com/r/archlinux/comments/b7e38x/protondxvk_dissidia_nt/ ------------------------------------------------------------------- Sat Mar 30 14:36:54 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190329: * [util] Enable deferred surface creation for Nioh * [dxgi] Use a recursive mutex. * [d3d11] Implement fast path for binding full constant buffers * [d3d11] Correctly handle out-of-bounds constant buffer ranges * [d3d11] Work around predicate buffer sync issue on RADV * [d3d11] Properly implement SetPredication * [d3d11] Allocate predicate buffer for predicates * [d3d11] Remove unused revision field from D3D11Query * [dxvk] Implement conditional rendering * [dxvk] Add command list functions for conditional rendering * [dxvk] Enable conditionalRendering feature if present * [dxvk] Enable VK_EXT_conditional_rendering if available * [vulkan] Load functions for VK_EXT_conditional_rendering * [dxvk] Remove needless lambda capture of 'this'. * [dxvk] Log vertex attributes and buffers when logging pipeline state. ------------------------------------------------------------------- Wed Mar 27 17:25:22 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190327: * [dxvk] Fix buffer offset in copyDepthStencilImageToPackedBuffer * [dxvk] Implement blitImage function * [d3d11] Select memory type based on CPU access flags * [d3d11] Implement depth-stencil uploads in resource initializer * [d3d11] Implement depth-stencil uploads in UpdateSubresource1 * [d3d11] Implement depth-stencil mapping on deferred contexts * [d3d11] Implement depth-stencil mapping on the immediate context * [d3d11] Enable shaderStorageImageExtendedFormats device feature * [d3d11] Fix image format mapping when creating mapped buffer * [d3d11] Add method to look up packed format * [dxgi] Add methods to retrieve original format mappings * [dxvk] Implement depth-stencil upload via temporary buffer * [dxvk] Implement depth-stencil unpacking * [dxvk] Create depth-stencil unpacking pipelines * [dxvk] Add depth-stencil unpacking shaders ------------------------------------------------------------------- Mon Mar 25 19:27:27 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190325: * [dxvk] Rename dxvk_resolve_{vert|geom} -> dxvk_copy_{vert|geom} * [dxvk] Optimize meta copy barriers * [dxvk] Optimize meta geometry shaders ------------------------------------------------------------------- Mon Mar 25 13:43:37 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190324: * [d3d11] Don't sample gamma texture if the gamma curve is identity * [dxvk] Remove shader-based resolve * [dxvk] Use resolve attachment for meta-resolve ops ------------------------------------------------------------------- Sun Mar 17 19:01:44 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190317: * [dxvk] Use vkResetQueryPoolEXT to reset individual queries * [dxvk] Enable hostQueryReset device feature if available * [dxvk] Enable VK_EXT_host_query_reset if available * [meta] Update Vulkan headers to 1.1.104 * [d3d11] Use new query implementation * [dxvk] Support new query implementation * [dxvk] Create new query pool and forward it to the context * [dxvk] Add new query implementation * [d3d11] Use new GPU events for D3D11 Event queries * [dxvk] Implement method to signal GPU events * [dxvk] Create GPU event pool and forward it to the context * [dxvk] Add GPU event class ------------------------------------------------------------------- Thu Mar 14 21:37:00 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0.1~git20190314: * [meta] Release 1.0.1 * [d3d11] Don't use presentation fence on ANV * [dxgi] Remove obsolete global monitor helper functions * [dxgi] Use IDXGIVkMonitorInfo in DxgiSwapChain * [dxgi] Use IDXGIVkMonitorInfo in DxgiOutput * [dxgi] Implement IDXGIVkMonitorInfo for DxgiFactory * [dxgi] Add new COM interface for per-monitor data * [dxvk] Don't enforce HOST_CACHED flag when allocating memory * [util] Disable NvAPI hack for Star Wars Battlefront 2015 * [d3d11] Check image block alignment in UpdateSubresource1 * [util] Enable relaxed barriers for Devil May Cry 5 ------------------------------------------------------------------- Mon Mar 11 13:31:37 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0~git20190309: * [dxbc] Use SDiv instead of ShiftRightLogical for index calc on Nvidia ------------------------------------------------------------------- Sun Mar 03 15:32:13 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0~git20190302: * [dxvk] Only enable xfb subpass barrier if feature is enabled * [d3d11] Reimplment GetEnabledShaderStages using getShaderPipelineStages * [dxvk] Use getShaderPipelineStages for dummy resource creation * [dxvk] Implement DxvkDevice::getShaderPipelineStages ------------------------------------------------------------------- Thu Feb 28 23:14:57 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0~git20190227: * [d3d11, d3d10] Init returnptrs for CreateDevice funcs. * [d3d10] Fix and cleanup S_FALSE handling * [dxgi] Correct return values for CreateDXGIFactory[1/2] * [d3d10] Fix null pBlendStateDesc being dereferenced on def. desc * [d3d10] nullptr checks for resource creation * [d3d11] nullptr check descs & fix return values ------------------------------------------------------------------- Wed Feb 27 19:18:11 UTC 2019 - pousaduarte@gmail.com - Update to version 1.0~git20190226: * Fix uninstall command example * [dxvk] Release 1.0 * [meta] Update README * [meta] Add option to preserve build directories to package-release.sh * [utils] Remove winetricks verb and old setup script * [utils] Add new setup script * [d3d11] Block on image acquisition fence before presenting * [vulkan] Create per-swap image fences for presenter * [vulkan] Add helper method to wait for presenter fence * [vulkan] Add optional fence paratemer to acquireNextImage * [dxbc] Fix invalid SPIR-V for FirstBitHi / FirstBitShi on vectors * [dxbc] Decorate integer fragment shader builtins as flat * [dxvk] Fix feature query for vertex attribute divisor * [dxbc] Only emit depth clamp in fragment shader if necessary * [dxvk] Use depthClipEnable during graphics pipeline creation * [dxvk] Enable depthClipEnable feature if available * [dxvk] Enable VK_EXT_depth_clip_enable if available * [meta] Update Vulkan headers to 1.1.101 * [d3d11] Do not enable shaderStorageImageMultisample device feature * [dxbc] Fix SPIR-V caps for SRV and UAV resources * [utils] Report Nvidia GPUs for Far Cry 3 and Far Cry 4 * Update DXVK_FILTER_DEVICE_NAME to support matching substrings * [util] Enable relaxed barriers for Resident Evil 7 * [hud] Add 'api' option to show the client API * [dxvk] Pass description of the client API to the DXVK device * [d3d11] Move sType/pNext initialization for dev.features to backend * [d3d11] Fix device feature enablement in some situations * [dxvk] Create state cache directory if it does not yet exist * [util] Implement createDirectory function * [util] Implement tows method to convert strings to wide strings * [dxgi,d3d11] Remove IDXGIVkPresentDevice * [d3d11] Move D3D11 presenter creation to WineDXGISwapChainFactory * [dxgi,d3d11] Move swap chain creation to D3D11 module * [dxgi] Use IWineDXGISwapChainFactory to create DXGI swap chains * [d3d11, d3d10, dxgi] Handle null ppvObject in QueryInterface. (#909) * [dxvk] Use vkCmdUpdateBuffer to clear tiny buffers * [dxvk] Don't create flat 2D views for cube maps * [util] Enable relaxed barriers for Resident Evil 2 * [d3d11] Add option to disable write-after-write barriers * [dxvk] Implemet IgnoreWriteAfterWrite for compute shaders * [dxvk] Add methods to query source access type for an accessed resource * [dxvk] Add type and context method to set barrier control flags * [dxbc] OpSDiv by 4 -> OpShiftRightLogical by 2 * [dxbc] Fix storage class for UBO loads * [utils] Enable strict division for Final Fantasy XIV * [dxbc] Add option to enable strict sm4-compliat division * [dxbc] Reduce length of temporary shader input array to a minimum * [d3d11] Minor map optimization on deferred contexts * [d3d11] Minor map optimization on immediate contexts * [dxvk] Inline DxvkBuffer::allocSlice and DxvkBuffer::freeSlice * [dxvk] Only merge clears when framebuffer size matches view size * [util] Disable nvapi hack for Far Cry 4 / Primal * [dxbc] Only load requested components from constant buffers * [dxvk] Restore dedicated allocation behaviour * [dxvk] Use VK_EXT_memory_budget to report memory usage * [dxvk] Remove dxvk.allowMemoryOvercommit option * [dxvk] Wire up memory priority to device memory allocations * [dxvk] Store device instead of adapter in memory allocator * [dxvk] Enable VK_EXT_memory_priority and features if available * [dxvk] Use high memory priority for GPU-writable resources * [dxvk] Introduce concept of priorities to device-local memory allocations * [meta] Update Vulkan headers to 1.1.98
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