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meta: Update Changelog to 2.11.
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Signed-off-by: Hans-Kristian Arntzen <[email protected]>
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HansKristian-Work committed Nov 20, 2023
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# Change Log

## 2.11

This release rolls up a bunch of features, perf improvements and bug fixes / workarounds as usual.

### Features

#### DXR enabled by default

`VKD3D_CONFIG=dxr` is default now, and no longer needed.
There are some special cases where DXR is not enabled by default. The only such current example is
"Hellblade: Senua's Sacrifice" on Deck which force-enables DXR if it is supported, even on Deck.
New semantics are:

- `dxr`: Force-enable DXR, even when it is considered unsafe
- `nodxr`: Disable DXR
- `dxr11`: Removed. `dxr` already implied DXR 1.1 anyway

#### Sampler feedback

This feature was the last feature required for FL 12.2 and is implemented through emulation.
As demonstrated in the [implementation docs](https://github.com/HansKristian-Work/vkd3d-proton/blob/master/docs/sampler_feedback.md), all
native implementations of this feature are fundamentally broken in some way.
There's also no known game that ships requiring this feature, so we just consider this a checkbox feature.

#### DX Ultimate (FL 12.2) now exposed by default

On RDNA2+ and Turing+ we can finally expose the DX Ultimate feature set!

#### Misc

- Implement a bunch of missing "Vulkan-on-D3D12" features
- IndependentFrontAndBackStencilRefMaskSupported
- TriangleFanSupported
- DynamicIndexBufferStripCutSupported
- DynamicDepthBiasSupported
- NonNormalizedCoordinateSamplersSupported
- MismatchingOutputDimensionsSupported
- PointSamplingAddressesNeverRoundUp
- RasterizerDesc2Supported
- Explicit line rasterization mode
- NarrowQuadrilateralLinesSupported
- AnisoFilterWithPointMipSupported
- Implement missing MSAD instruction in DXIL, allowing FSR3 to run
- Implement some esoteric DXR features
- Implement support for multiple mismatching global root signatures in DXR
- Fixes crash in Battlefield V
- Implement support for LOCAL_ON_EXTERNAL dependencies in DXR
- Fixes DXR in Warhammer: Darktide
- Implement support for ExecuteIndirect + Mesh shaders with state changes
- Currently unused by games

### Performance

- Improve performance of NV_device_generated_commands and NV_device_generated_commands_compute by
reordering and batching command preprocessing
- We have observed 15% FPS gains in Halo Infinite on RADV
- 1-2% in Starfield in some test locations
- Needs pending Mesa work to land to take advantage of this improvement
- Tune memory allocation patterns for DGC preprocess buffers
- Avoids a lot of allocation churn
- Greatly reduces CPU overhead on NV

### Workarounds

- Work around RADV bug causing GPU hang in RE4: Separate Ways DLC
- Work around RADV bug causing GPU hang in Lords of the Fallen
- Work around Witcher 3 bug causing broken shadows and GPU hangs when enabling DXR
- Work around Cyberpunk 2077 bug when RT is enabled, where game would cause spurious GPU hangs due to accessing descriptor heap out of bounds
- Work around Windjammers 2 bug causing random crashes on startup
- Add support for VK_EXT_image_compression_control to allow for more fine-grained workarounds for broken games running on RADV
- Enable NV_device_generated_commands_compute on latest NV beta drivers
- 545.x drivers are still disabled until a fix can be confirmed on shipping drivers
- Remove CURB_MEMORY_PSO_CACHE workaround on Mesa 23.2+
- Should reduce overhead in PSO creation

### Fixes

- Misc dxil-spirv changes to fix various bugs in game shaders as usual
- Fix Jurassic World Evolution 2 crashing when enabling DXR
- Fix some deprecation warnings in Meson build system
- Some submodule locations moved, which may cause minor disruption

## 2.10

This release rolls up a ton of bug fixes, game and driver workarounds, and other improvements.
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