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meta: Changelog for version 2.8.
Signed-off-by: Hans-Kristian Arntzen <[email protected]>
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CHANGELOG.md

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# Change Log
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## 2.8
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This release rolls up some significant new developments before the holidays.
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## VK_EXT_descriptor_buffer support
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This extension is significant in that it removes a ton of CPU overhead.
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We already had most of this in place on RADV and Steam Deck,
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but this will allow NVIDIA, Intel, Turnip, and other AMD driver implementations to hit the same optimal code paths.
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GPU bound performance increases slightly since we can also remove some shader code that was required to workaround lack of descriptor buffers.
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### New extension requirements
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To support descriptor buffers in the code base, these features are now required instead of optional.
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Note that these features are widely supported already and is not expected to cause any problems.
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If an implementation could support v2.7, it will support v2.8.
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- `VK_KHR_buffer_device_address`
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- `VK_KHR_push_descriptor`
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## Rewritten support for host accessible images
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The entire API feature was rewritten from scratch to support more implementations and edge cases without
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a lot of per-application hacks and workarounds.
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As the most extreme example of weird API usage, Guardians of the Galaxy should (finally) run well on NVIDIA.
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## Rewritten swap chain
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To most users, this change should be transparent.
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- Allow more precise control on latency and frame pacing with `VK_KHR_present_wait`.
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- mesa-git supports this along with NVIDIA.
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- `VKD3D_SWAPCHAIN_LATENCY_FRAMES=n` allows user to force a specific amount of latency.
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- Implementation of DXGI latency fences is now correct.
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- Reduce CPU overhead on the main thread that presents to swap chain.
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- Fixes a spurious hang in Hitman III where game relies on asynchronous present in order to not lock up.
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- Win32 specific DXGI code is handled by DXVK. A DXVK build from Experimental or later is required for this to work.
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This allows a native Linux implementation of vkd3d-proton, including swap chain.
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- When `VK_KHR_present_wait` is not supported, behavior should be 1:1 with old implementation.
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NOTE: The old swapchain implementation is still in the repository, and is expected to be removed in the next release.
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For now, `VKD3D_CONFIG=swapchain_legacy` can be used to triage any potential issues with the new one.
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NOTE: A driver crash was observed on NVIDIA 525.x drivers when running in some PRIME configurations.
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For now, we disable use of present_wait on these drivers.
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### Fixes and workarounds
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- Workaround GPU hangs in Spiderman Remastered: Miles Morales (same issue as the original).
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- Fix rendering bug with gun damage in Borderlands 3 on RADV.
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- Refactor how resizable BAR is used. GPUs with 4 GiB and lower will no longer attempt to use resizable BAR,
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which can avoid some out-of-memory situations.
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- Fix GPU hang in Age of Empires IV.
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- Fix some minor issues in mesh shader implementation.
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- Fix some issues preventing RE: Village from booting on Arc.
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- Some last minute frenzied fixes for Witcher 3 next-gen update.
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- All features except RT appears to work on RADV.
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- Hairworks is known to crash GPU on NVIDIA. More investigation is needed to root cause.
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- Some RT effects work on NVIDIA, others don't:
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- GI is reported to work.
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- AO crashes GPU. More investigation is needed to root cause.
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#### Implement minor missing D3D12 features
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An obscure feature was stubbed out and forgotten until now.
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`ID3D12Device1::SetEventOnMultipleFenceCompletion()` is now implemented.
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Also, implement SetEventOn(Multiple)FenceCompletion for shared D3D12 fences.
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Fixes a regression in Gears 5 causing lockup on boot.
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## 2.7
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This release rolls up a massive amount of work since the Steam Deck launch in late February

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