Release of DXVK 1.2 project with Direct3D 10/11 implementation on top of Vulkan API

Published interlayer release DXVK 1.2, which provides an implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 10 and Direct3D 11, working through call translation to the Vulkan API. To use DXVK required support for drivers Vulkan APISuch as
AMD RADV 18.3, AMDGPU PRO 18.50, 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. IN some games wine+DXVK performance is different from running on Windows by only 10-20%, while when using the Direct3D 11 implementation based on OpenGL, the performance drops more significantly.

The new release uses a separate thread to pass the command buffer, which improves performance in some multi-core configurations. In addition, the frequency of sending the command buffer has been increased to eliminate idle times and increase the use of the GPU. One of the applications that benefited from these changes was Quake Champions.

Added support for specific rendering extensions that are not officially defined in the Direct3D 11 specification and are provided separately by manufacturers through additional libraries for Windows. These extensions are required for the pilot project to work DXVK-AGS with the implementation of the AGS (AMD GPU Services) extensions proposed in AMD AGS SDK and allowing you to use some optimizations, including those used in the games Resident Evil 2 and Devil May Cry 5.

Among the fixes: Slightly reduced the load on the CPU in some games. We fixed an issue that resulted in extra items being added to the state cache and recompiling identical Vulkan handlers. Fixed a bug that caused Vulkan to crash or misuse when using the ClearView method. Disabled an NVAPI workaround that was used to resolve issues in Mirror's Edge Catalyst on systems with NVIDIA GPUs.

Source: opennet.ru

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