{"id":105517,"date":"2022-11-10T21:36:38","date_gmt":"2022-11-10T19:36:38","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-dxvk-2-0-realizaczii-direct3d-9-10-11-poverh-api-vulkan"},"modified":"2022-11-10T21:36:38","modified_gmt":"2022-11-10T19:36:38","slug":"vypusk-dxvk-2-0-realizaczii-direct3d-9-10-11-poverh-api-vulkan","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/news\/vypusk-dxvk-2-0-realizaczii-direct3d-9-10-11-poverh-api-vulkan","title":{"rendered":"Vyd\u00e1n\u00ed DXVK 2.0, implementace Direct3D 9\/10\/11 nad API Vulkan","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Bylo vyd\u00e1no nov\u00e9 rozhran\u00ed DXVK 2.0, kter\u00e9 poskytuje implementaci DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10 a 11, pracuj\u00edc\u00ed prost\u0159ednictv\u00edm p\u0159ekladu vol\u00e1n\u00ed do API Vulkan. Pro pou\u017eit\u00ed DXVK jsou zapot\u0159eb\u00ed ovlada\u010de podporuj\u00edc\u00ed API Vulkan 1.3, jako jsou Mesa RADV 22.0, NVIDIA 510.47.03, Intel ANV 22.0 a AMDVLK. DXVK lze pou\u017e\u00edt pro spou\u0161t\u011bn\u00ed 3D aplikac\u00ed a her v Linuxu pomoc\u00ed Wine jako vysoce v\u00fdkonnou alternativu k vestav\u011bn\u00fdm implementac\u00edm Direct3D 9\/10\/11 na platform\u011b OpenGL.        <\/p>\n<p>Hlavn\u00ed zm\u011bny:  <\/p>\n<ul>\n<li class=\"l\"> Zv\u00fd\u0161ily se po\u017eadavky na verzi grafick\u00e9ho API Vulkan \u2014 nyn\u00ed je pot\u0159ebn\u00fd ovlada\u010d s podporou Vulkan 1.3 (d\u0159\u00edve byla nezbytn\u00e1 verze Vulkan 1.1), co\u017e umo\u017enilo implementovat podporu nov\u00fdch funkc\u00ed spojen\u00fdch se kompilac\u00ed shader\u016f. Ve skute\u010dnosti lze DXVK 2.0 spustit na jak\u00e9mkoli syst\u00e9mu, kter\u00fd podporuje pou\u017eit\u00ed bal\u00ed\u010dku Proton Experimental pro spu\u0161t\u011bn\u00ed her zalo\u017een\u00fdch na D3D11 a D3D12. Pro provoz winevulkan je po\u017eadov\u00e1no alespo\u0148 Wine 7.1.\n<li class=\"l\"> Byl p\u0159ijat k\u00f3d projektu dxvk-native, kter\u00fd umo\u017e\u0148uje vytv\u00e1\u0159et nativn\u00ed sestaven\u00ed DXVK pro Linux (nep\u0159ipojen\u00e9 k Wine), je\u017e lze pou\u017e\u00edt nejen pro spu\u0161t\u011bn\u00ed aplikac\u00ed Windows, ale tak\u00e9 v b\u011b\u017en\u00fdch aplikac\u00edch Linuxu, co\u017e m\u016f\u017ee b\u00fdt u\u017eite\u010dn\u00e9 pro vytv\u00e1\u0159en\u00ed port\u016f her pro Linux bez zm\u011bny k\u00f3du vykreslov\u00e1n\u00ed zalo\u017een\u00e9ho na D3D.\n<li class=\"l\"> Byla roz\u0161\u00ed\u0159ena podpora Direct3D 9, v\u010detn\u011b zlep\u0161en\u00ed spr\u00e1vy pam\u011bti (pro ukl\u00e1d\u00e1n\u00ed kopi\u00ed textur byly vyu\u017eity reflektovan\u00e9 v pam\u011bti soubory), byla implementov\u00e1na podpora pro spr\u00e1vn\u00e9 \u010dten\u00ed z aktivn\u00edch oblast\u00ed vykreslov\u00e1n\u00ed (vy\u0159e\u0161ilo probl\u00e9my s artefakty p\u0159i hran\u00ed GTA IV) a byla p\u0159epracov\u00e1na implementace kontroly transparentnosti.\n<li class=\"l\"> Pro Direct3D 10 byla zastavena dod\u00e1vka knihoven d3d10.dll a d3d10_1.dll, kter\u00e9 se z vlastn\u00ed v\u016fle nezapracovaly kv\u016fli tomu, \u017ee ve wine byla pokro\u010dilej\u0161\u00ed implementace D3D10. P\u0159itom podpora API D3D10 byla zachov\u00e1na v knihovn\u011b d3d10core.dll.\n<li class=\"l\"> Podpora Direct3D 11 byla vyvedena na \u00farove\u0148 funk\u010dnosti 12_1 (D3D11 Feature Level), pro jej\u00ed dosa\u017een\u00ed byly implementov\u00e1ny takov\u00e9 funkce, jako jsou dla\u017edicov\u00e9 zdroje (Tiled Resources), konzervativn\u00ed rastrov\u00e1n\u00ed (Conservative Rasterization) a uspo\u0159\u00e1dan\u00e9 vykreslov\u00e1n\u00ed v rastrovac\u00edm za\u0159\u00edzen\u00ed (Rasterizer Ordered Views).\n<li class=\"l\"> Byla p\u0159epracov\u00e1na a p\u0159izp\u016fsobena chov\u00e1n\u00ed Windows realizace rozhran\u00ed ID3D11DeviceContext, p\u0159edstavuj\u00edc\u00edho kontext za\u0159\u00edzen\u00ed generuj\u00edc\u00edho p\u0159\u00edkazy pro vykreslov\u00e1n\u00ed. Tato \u00faprava vedla ke zlep\u0161en\u00ed kompatibility se t\u0159et\u00edmi knihovnami a ke sn\u00ed\u017een\u00ed z\u00e1t\u011b\u017ee CPU. Zejm\u00e9na byla sn\u00ed\u017eena z\u00e1t\u011b\u017e CPU ve hr\u00e1ch, kter\u00e9 intenzivn\u011b vyu\u017e\u00edvaj\u00ed odlo\u017een\u00e9 kontexty (nap\u0159\u00edklad hra Assassin's Creed: Origins) nebo \u010dasto vy\u017eaduj\u00ed operaci ClearState (nap\u0159\u00edklad hra God of War).\n<li class=\"l\"> Byly provedeny zm\u011bny souvisej\u00edc\u00ed s kompilac\u00ed shader\u016f. P\u0159i p\u0159\u00edtomnosti Vulkan ovlada\u010d\u016f s podporou roz\u0161\u00ed\u0159en\u00ed VK_EXT_graphics_pipeline_library byla implementov\u00e1na kompilace shader\u016f Vulkan b\u011bhem na\u010d\u00edt\u00e1n\u00ed hrami shader\u016f D3D, a ne b\u011bhem vykreslov\u00e1n\u00ed, co\u017e vy\u0159e\u0161ilo probl\u00e9my s zasek\u00e1v\u00e1n\u00edm zp\u016fsoben\u00fdmi kompilac\u00ed shader\u016f b\u011bhem hry. Po\u017eadovan\u00e9 roz\u0161\u00ed\u0159en\u00ed v sou\u010dasnosti podporuj\u00ed pouze propriet\u00e1rn\u00ed ovlada\u010de NVIDIA, po\u010d\u00ednaje verz\u00ed 520.56.06.\n<li class=\"l\"> Ve shaderech D3D11 je vyu\u017eita model pam\u011bti Vulkan.\n<li class=\"l\"> Bylo odstran\u011bno omezen\u00ed na po\u010det zdroj\u016f, kter\u00e9 mohou b\u00fdt p\u0159ipojeny najednou.\n<li class=\"l\"> Byly odstran\u011bny probl\u00e9my, je\u017e se projevovaly ve hr\u00e1ch:\n<ul>\n<li> Alan Wake\n<li> Alice Madness Returns\n<li> Anomaly: Warzone Earth\n<li> Beyond Good and Evil\n<li> Dragon Age Origins\n<li> Empire: Total War\n<li> Final Fantasy XV\n<li> Grand Theft Auto IV\n<li> Heroes Of Annihilated Empires\n<li> Limit King Of Fighters XIII\n<li> Metal Gear Solid V: Ground Zeroes\n<li> SiN Episodes: Emergence\n<li> Sonic Generations\n<li> Spider Man\n<li> The Ship\n<li> Warhammer Online\n<li> Ys Seven  <\/ul>\n<\/ul>\n<p>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58087\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0414\u043e\u0441\u0442\u0443\u043f\u0435\u043d \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0440\u043e\u0441\u043b\u043e\u0439\u043a\u0438 DXVK 2.0, \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u044e\u0449\u0435\u0439 \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u044e DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10 \u0438 11, \u0440\u0430\u0431\u043e\u0442\u0430\u044e\u0449\u0443\u044e \u0447\u0435\u0440\u0435\u0437 \u0442\u0440\u0430\u043d\u0441\u043b\u044f\u0446\u0438\u044e \u0432\u044b\u0437\u043e\u0432\u043e\u0432 \u0432 API Vulkan. \u0414\u043b\u044f \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u043d\u0438\u044f DXVK \u0442\u0440\u0435\u0431\u0443\u0435\u0442\u0441\u044f \u043d\u0430\u043b\u0438\u0447\u0438\u0435 \u0434\u0440\u0430\u0439\u0432\u0435\u0440\u043e\u0432 \u0441 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u043e\u0439 API Vulkan 1.3, \u0442\u0430\u043a\u0438\u0445 \u043a\u0430\u043a Mesa RADV 22.0, NVIDIA 510.47.03, Intel ANV 22.0 \u0438 AMDVLK. DXVK \u043c\u043e\u0436\u0435\u0442 \u043f\u0440\u0438\u043c\u0435\u043d\u044f\u0442\u044c\u0441\u044f \u0434\u043b\u044f \u0437\u0430\u043f\u0443\u0441\u043a\u0430 3D-\u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439 \u0438 \u0438\u0433\u0440 \u0432 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-105517","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u0414\u043e\u0441\u0442\u0443\u043f\u0435\u043d \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0440\u043e\u0441\u043b\u043e\u0439\u043a\u0438 DXVK 2.0, 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