Release of DXVK 1.7, Direct3D 9/10/11 implementations on top of the Vulkan API

Formed interlayer release DXVK 1.7, which provides a DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10, and 11 implementation that works through call translation to the Vulkan API. To use DXVK required support for drivers Vulkan API 1.1, such as AMD RADV 19.2, NVIDIA 415.22, Intel ANV 19.0 and AMDVLK.
DXVK can be used to run 3D applications and games on Linux using Wine, serving as a higher performance alternative to Wine's built-in Direct3D 11 implementation running on top of OpenGL.

Major changes:

  • Added support for Vulkan graphics API extensions: VK_EXT_custom_border_color (using Sampler to support border colors solved many problems in Direct3D 9 based games, including Crysis and Halo 2 Vista) and VK_EXT_robustness2 (similar to D3D11 used to handle out of bounds access). resource area). To use these extensions, wine 5.8 is required, as well as AMD and Intel drivers from Mesa 20.2-dev or NVIDIA driver 440.66.12-beta;
  • Optimized the application of cleaning operations and
    barriers when rendering, which allowed for a slight performance improvement in some games;

  • Added the ability to use compute queues for asynchronous resource loading in D3D11 games if the driver (such as RADV) does not support a separate transfer queue;
  • Implemented some DXGI 1.6 functionality that will be used in future releases of World of Warcraft;
  • Reduced memory consumption in D3D9 to avoid running out of available memory in some games such as Toxikk;
  • Fixed Vulkan validation errors in Cloudpunk and other games not using the resource buffer correctly.
  • Fixed build issues in GCC 10.1;
  • Fixed various issues related to D3D9;
  • Reworked dxgi.tearFree option;
  • Fixed issues in Fallout New Vegas, Freelancer, GTA IV and Halo Custom Edition.
  • Support for building with winelib. MinGW is now required to build DXVK.

Source: opennet.ru

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